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Pojo's Megaman
Card of the Day
Image from
Decipher
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AreaSteal
Power Up!
1 C 9
Date Reviewed:
10.07.04
Constructed Average
Rating: 3.3
Limited Average Rating: 3.3
Ratings are based on a 1 to 5 scale
1 being the worst.
3 ... average.
5 is the highest rating. |
Scott
Gerhardt
* Game Store owner in
CA, ShuffleAndCut
Multiple M:TG Pro Tour Appearances |
AreaSteal
Goes in the BattleChip deck due to it's ability
to play multiple chips in a turn. It's not that
solid, but something like an Elecman, where
powering up is not problem, can utilize this
quite well for an added bonus. Very specialized,
but definitely not without it's uses.
Rating: 3.5
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tcorbett |
AreaSteal
Rating: 3/5. In most decks, I'm not too fond of
AreaSteal.
Don't get me wrong. +2 Strength and letting you play
another BattleChip is a good thing. It's the burning
a Power that I don't like. And yet, I do run it in
any deck that has space for it because it's a 4
Destiny and it's good to use in a jam, i.e. no
Resources to play your better Chips or when you need
an extra
2 Strength to finish off your opponent.
Now having said that, there's 3 NetNavis which LOVE
AreaSteal:
GutsMan, MagicMan, and ElecMan. With GutsMan, it's
really +3 Strength so it's worth actually using it.
With MagicMan, something I see a lot is AreaSteal,
Blasting with 1 Power since you played a BattleChip,
and playing a better Chip like Invisible. Because of
his ability, the more BattleChips, the better. With
ElecMan, AreaSteal is more than a staple. It's
awesome! A starting hand with an no requirement
Yellow Resource, a Boomber2, and 3 AreaSteals puts
you straight to full Power AND you're already at 11
Strength without Blasting, which of course you'll
do).
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CyberToast |
AreaSteal
Battlechips like AreaSteal are not game breaking
cards, but in many decks they are staples. Small
chips like this are great in decks that utilize
NetNavi special abilities like Gutsman, Elecman,
etc. Whats great about AreaSteal is that it is
practically free, this gives any Navi with an
ability activated by a chip a way to easily take
advantage of their ability reliably. It’s high
destiny and lack of requirements give it a lot of
versatility in many decks. Decks that don’t Use
Navi’s with abilities won’t find this card quite as
useful because of the fact that you have to burn a
power to use it, but it is still a decent choice due
to its high blast destiny.
Rating: 3.5
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