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Pojo's DBZ Card of the Day
image from dbzcardgame.com |
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Nappa, Faithful Cohort
Arrival
Card Ratings
Average Score: 3.25
Ratings are based on a 1 to 5 scale 1
being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 07.26.05 |
Matthew Low |
Nappa, Faithful Cohort Level 1 -
Arrival Uncommon - #137 Personality - Ally
Physical for 0.
Saiyan 2: Draw a card for each Saiyan in play.
Don't expect to be doing damage with Nappa. His power level brings
3-4 base,
which is decent. The key with him is the ability to refresh your
hand after
dealing it out. Of course, the best case scenario is to play a full
set of
Saiyans to abuse his power, and it works even better when your
opponents are
as well.
I would only play him if you have at least one other Saiyan. Two for
1 card
isn't that great; you might as well play Piccolo then. Unless, of
course,
you foresee lots of Saiyans being played.
He's a great ally, but only when you build the deck round needing to
draw
cards.
4.3 out of 5.0
|
Dave
Fashbinder |
For all of my styled cards, I
am rating them as they function within the style. If a style is
weaker than another style, I will not rate its cards worse than
another style's.
Nappa, Faithful Cohort
Nappa is going to be very popular. In a metagame mostly dominated by
Saiyans, Nappa can easily draw 4-5 cards with his power. Now, this
is excellent in a number of decks, especially ones that want to win
by Dragon Ball victory. It's actually a lot less useful in beatdown
decks, since Nappa's power itself costs 2 stages and you're adding
4-5 cards to the pool of cards you want to use in that turn. With
everything in this game having a cost, you will probably end up
discarding 2-3, or more, cards from your hand at the end of combat
in order to reach the 6-card hand limit. Obviously suited for
characters with higher PUR's, Nappa will also find his way into a
number of decks that have issues with dealing large amounts of
damage. This is a problem, as you have to make the best use of your
stages in order to use the most amount of cards in your hand. He's
very strong in certain decks, mostly Vegeta Saiyan and Dragon Ball
decks, but I have a feeling he will see play in a lot more decks
than he should.
Rating - 3.75/5 -- If you use Nappa in the right deck, he will be
great, but you have to make sure you understand the concept that
drawing 4-5 cards means you're taking 4-5 damage.
|
meb9000 |
Nappa, Faithful Cohort
Ally Personality-Saiyan
4000
3500
3000
2500
2000
0
Physical
2: 0 :Draw a card for each Saiyan in play.
Welcome welcome to the second COTD for the new Dragonbal Z Trading
card game. Here we have our first ally review, and it is for Nappa
in his favorite position, a cohort to Vegeta lol. Anyway, Nappa has
more potential as an ally than as an MP in Arrival thus far IMHO,
and when used wisely, this version of him could be used right.
The effect he has is very simple, allowing you to draw up to 3 cards
if you have all 3 possible saiyans in play. It does no damage, which
is a downer, but you could still refocus with it, as it is an
attack, just to get the card draw. Not the brightest thing to do
with your stages, however. This card, like Nappa's level 3 HT, can
give good card advantage, but in the new DBZ game, card advantage
has almost been thrown out the window, since everything costs stages
and you can't just throw out every huge attack in hand with no
worries. Having to devote 2 of your PUR to nappa in order to use his
power will have to be done with care, make sure you have enough
stages left in order to use the cards you draw. I could see this
working well in Saiyan or Namekian as an ally, as they have ways to
gain stages that will prove invaluable after using this effect.
Rating
2.5/5: His power will draw decently for you, but difficult to use to
complete effect, and does no damage.
Until next time!-meb9000
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Brian Valdez
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Now this is what I call some
major card advantage. In case you don't know card advantage has
always been one of the strongest factors in just about any cardgame.
At the very least, Nappa's power is going to be an attack that draws
you 1 card for 2 powerstages. If you choose to run an additional 2 "Saiyan"
heritage personalities you can draw up to 3. If this wasn't enough,
if your opponent is playing any saiyans, you gain an additional card
draw for each of their "Saiyan's" in play as. At its peak potential,
thats an attack that draws you 6 additional cards in your hand for
just 2 powerstages, quite the bargain. On average I would expect 3-4
card draws though.
The problem with Nappa lies in the fact that he can very well be
your undoing if not used in the right way. Cause 30 cards in hand
won't mean a damn thing if you have no powerstages to use those
cards.
In addition to this very powerful effect, by playing Nappa, you gain
access to Nappa's named card which is one of the best defensive
cards in the game.
Prevent
5 damage for 0 cost aint bad at all.
4/5
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Trunks |
Nappa, Faithful Cohort
4000
3500
3000
2500
2000 Saiyan 2: Draw a card for each Saiyan in play
Today we have Nappa. I remember the old Trunks Saga days... Back
when Nappa sucked. Thankfully, Score did too. Nappa is now a
playable character (OMG). Not bad on stages, at his highest power
stage he'll do around 5 damage for AT. But his power is where he
really shines. Throw him in a deck with Vegeta as your MP, and Goku/Raditz/Gohan
as an ally and let the fun begin. Drawing 3 cards every turn for 2
stages is fun... Not to mention Allies have a lot of power here, as
you essentially get 10 more stages for playing 2 allies. That's
always useful. But enough rambling, there just isn't too much to
say. He is obviously best if you are running a deck with 2 other
Saiyan Personalities; otherwise, leave him alone unless you just
need that extra ally.
Rating: 4/5 |
Super
Saiyan
Trunks |
Nappa Faithful Cohort
We review our first Ally in the game, and what a better one to start
off with then Nappa. Here’s a little fact about our big friend: he’s
really big. Well, that’s our “fact of the day”, so here’s a little
review for the big guy. A power of 4000 isn’t THAT bad, since it’s
the start of the game all over the place, but I would have expected
him to maybe have a little more. But of course, he’s a Level 1
Personality. His effect is … well … let’s just say it can go either
way. Draw a card for each Saiyan in play. It’s good if you have no
cards in your hand, but it can also make you lose a lot faster. If
you need two or three cards, yah, use it. But don’t use it if you
got a lot of Saiyans in play. It’s just not right. I can’t really
say TOO much about this guy, mainly because I don’t like him. If
you’re a Nappa fan, use him if you want to, but I wouldn’t. I’m
sorry, but I just don’t like him. |
Jesse
Zeller |
Tuesday July 26th - Nappa,
Faithful Cohort
In my opinion, it is always hard to give an all around review on
allies.
Ally wise, this is one of the best allies in the game. It's a
physical costing 2, doing 0 damage but draws a card for each Saiyan
in play.
Saiyan personalities seem to be very popular in this game so it is
not hard at all to draw 4, 5 or even 6 cards with this ally.
Card advantage isn't as important in this game as it was in the last
game, but card advantage is card advantage and it is ALWAYS good.
Use your imagination with Nappa and I'm sure some of you can make
some shifty decks based with this tough guy.
4/5 |
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