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Pojo's Megaman
Card of the Day
Image from
Decipher
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AirMan, Ready to
Blow
Grand Prix!
2 C 1
Date Reviewed:
11.01.04
Constructed Average
Rating:
Limited Average Rating:
Ratings are based on a 1 to 5 scale
1 being the worst.
3 ... average.
5 is the highest rating. |
tcorbett |
2 C 1 AirMan, Ready
to Blow NetNavi
Rating: 3.5/5. AirMan has a low Strength, average
Defense, and above average Blast. His ability is a
nice one. Every time you play a BattleChip, you
bounce two of your opponent's Resources.
His colors are Blue and Green. He has two Blue
Resources (Air Head and Arashi, Wide Open), two
Green Resources (Full of Hot Air and Spin Cycle), a
Blue Event (Blown Away), and a BattleChip that
requires 2 Blue (Wind). Because of this, AirMan
decks tend to lean toward Blue.
AirMan's strategy revolves around bouncing
Resources. Besides his own ability, AirMan decks
will often use Flush Out Your Opponent (Blue Event
that bounces two Resouces) or even Like Father, Like
Son (Blue Event that bounces three Resources).
This way, the Resource bouncing is more controlled.
Also, since AirMan usually gives his opponent a
large hand, he'll either take advantage of it or
take it away. Tornado (BattleChip that gives +1 for
each card in your opponent's hand) is often used in
AirMan decks. Unfortunately, AirMan's ability won't
kick in until after the BattleChip is played, so
it's a good idea to play AreaSteal (BattleChip that
gives +2 Strength and lets you play another
BattleChip for the cost of Burning one Power) before
playing Tornado. Also, Blue cards that force
discarding (Loud and Clear, Correction, and to an
extent ProtoMan, Controlled Fury) work very nice
with AirMan. To make things even worse, throw in
Grave Problem (Blue Event that bounces your
opponent's entire Power Gauge to their hand). With
no Resources and no Power, there's very little your
opponent can do to stop whatever attack you decide
to do. Of course, with no hand, either, they can't
do much of anything at all. :)
As for his specific cards, his Blue Resources effect
Blast. Air Head gives a NetNavi +2 Blast until the
end of next turn for the "cost" of placing a card
from your hand on top of your deck.
So, you not only make it very hard for your opponent
to Blast (impossible for PharaohMan, IceMan,
ProtoMan, Unbeatable, and MegaMan, BattleMaster) but
you have a chance at stacking your Gauge for next
turn. On top of that, it's a no requirement Blue
Resource. Unfortunately, it's only a 2 Destiny. That
wouldn't normally matter for someone with a Blast of
3, but his NetOp Arashi makes it matter. Arashi
lowers AirMan's Blast by 1 for each other AirMan
card in play. If you have a lot of high Destiny
cards, or use cards like Bitten (Blue Resource that
lets you place two cards from your hand into your
Power Gauge for the cost of ditching a card with
your Emblem on it) to stack your Power Gauge,
Arashi's effect is VERY nice. You have to be careful
with Arashi, though. Arashi doesn't count himself,
but if you have no other AirMan Resources in play,
your Blast is 2.
If you have another one, your Blast is 1. If you
have two other AirMan Resources, your Blast is ZERO,
which means you can't Blast at all.
His Green Resources are also about putting more
cards into your deck. Full of Hot Air puts itself on
top of your deck. If you can keep from taking
damage, it'll go to your Gauge, which is a GOOD
thing since it's a 5. If you do take damage, it's
more or less reducing the damage you take by 1. Spin
Cycle lets you recharge two energy for the cost of
putting a card from your Power Gauge on top of your
deck. It's like Rich Kid, except you're not really
Burning the Power. It's going on top of your deck.
So, it's more like you're burning 1 Power to
recharge THREE Energy.
His Blue Event is an interesting form of discard.
Blown Away makes you lose 1 Energy for each point of
Blast you have. Then, you note their Destinies, your
opponent reveals his hand, and then he discards any
cards with the same Destinies as the Energy you
lost. So, at the very least, it reveals your
opponent's hand. Unfortunately, Arashi makes Blown
Away less effective if you care more about
discarding than revealing your opponent's hand. On
the other hand, Arashi can make this Event into
looking at your opponent's hand for no cost (i.e.,
having Arashi and two other AirMan Resources for a
Blast of 0; you lose 0 Energy and look at their
hand).
His BattleChip, Wind, is a big one. For the cost of
discarding an AirMan card, you get +6 Strength and
-1 Blast. That is VERY good. Now, the question has
come up of what do you do if you have Arashi making
your Blast 1 already since playing Wind will make
your Blast 0. The answer is simple: Blast first. If
your Blast is reduced to 0 AFTER you Blast, it won't
matter for anything.
AirMan has a lot of potential. After all, with the
right cards, he can get rid of everything your
opponent has in play. Even though he sends Resources
to their owner's hand, it doesn't mean that they
will have the chance to play them again. Remember
that after your opponent Powers Up and Draws, he has
to discard down to 5. So, if you've bounced 2 or
even 4 Resources to his hand, most likely, you're
going to make him have to choose between his
Resources and his hand. And that's only if you don't
just make him ditch his hand anyway.
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