New Feature:
If you think this review is too long to read,
just skip straight to the scores and then read
the summary for a concise overview!
Yes, the summary now lives up to its name.
MegaMan is still a relatively new game. As
such, some of my terminology may be confusing,
as I plan on using the game specific terms to
refer to cards. For example, Energy refers to
cards in your deck, but Power refers to cards in
your Power Gauge. Confused? You can download
the current rule book
here, from Decipher’s MegaMan TCG site. If
something doesn’t make sense, make sure the game
meaning is being applied to the word.
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Name :
PharaohMan
Title :
Ultimate NetNavi
Set :
Grand-Prix (as part of the PharaohMan Starter
Deck)
ID :
2 St 78
Type :
NetNavi
Emblem:
PharaohMan
Strength:
3
Defense:
2
Blast :
4
Effect :
None
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Please note that I have neither played nor faced
PharaohMan – there is a lot of guesswork here.
Stats:
Ultimate NetNavi? Well, according to the
cartoon he is. Does this PharaohMan live up to
his title? He is part of the “S3 Club”, meaning
he has the top unaided Strength score in the
game right now. Five other NetNavis have a
Strength score this high: GutsMan, Body
Strength; MegaMan X, Invincible;
ProtoMan, Grand Prix Champ; ProtoMan,
Unbeatable; and Zero, Maverick Hunter.
For those wondering what I am smoking, the
MegaMan X promo is already out and Decipher
themselves put Zero in an official spoiler.
Eventually, they should have their own set-it
was going to be the next set, but there were
some production issues. As for the stat
comparison, only two of the Navis I listed have
a Defense 2-the others have D1 to offset their
high Strength. Needless to say, a Defense of 1
is a disadvantage, but two is the norm. Almost
one third of available NetNavis have S2. Seven
have just S1! So a D2 is solid. How did they
balance out the high Strength score then?
Blast. PharaohMan has the second highest Blast
score in the game: B4. All though not official,
one suggested “pricing” system for NetNavi stats
indicates that a point of Strength is equal to a
point of Defense. If one goes up, the other can
be brought down by the same amount to balance
out a Navi. The Blast score, on the other hand,
works a bit differently. The simple method I
favor, and that does end up working with all the
NetNavis released so far, is that each “point”
of Blast is worth “half” a point of Strength or
Defense. So, in order for PharaohMan to be
balanced, he either needed a negative effect (as
of yet unseen in this game) or a Blast score two
points higher than the “base” score of two. Two
points extra of Blast would offset one extra
point of Strength. B4 is definitely a draw
back-without outside aide, the most you could
blast would be once every 4 turns. Of course,
most decks don’t Blast all too often anyway, as
one has to allow time for their Power to build
up to play some of the more potent cards.
PharaohMan’s Navi-specific cards often burn his
Power, so it’s safe to say you have to go out of
your way to make him a Blast Happy Navi. On the
bright side, this makes lower Destiny Number
cards less of a risk, since he flips four Power
at once. Interestingly, aside from which emblem
is provided, Zero, Maverick Hunter has
the same stats as PharaohMan, Ultimate
NetNavi.
Card Effect:
This card has no inherent effects. This is only
here to maintain form and to re-assure people
reading this I did not forget an effect. ;)
Uses/Combos:
PharaohMan has six Navi-specific cards:
Anubis, Falling Object, Liberation,
Permanent Results, Petrify, and
Sacred Kingdom.
Now, you can ignore these when you build your
PharaohMan deck, but most combos for him
naturally involve his cards. Let’s look at them
quickly:
Anubis,
PharaohMan’s custom BattleChip, is pretty
requirement heavy. The two Yellow Resources, and
three Power in your gauge (at least one
PharaohMan Emblem should be a given since we are
talking his cards) in play aren’t that bad, but
tack on discarding a PharaohMan card from hand
makes it pricey. However, it gives PharaohMan
S+2 for each Resource in play. That means both
players. So you are looking at roughly an
average bonus of eight to your strength. The
minimum it can give is plus four, due to its
requirements. It can max out at a beefy +16 to
your Strength. It has a solid Destiny Number of
three. I would advise running two or three;
more if you find yourself consistently filling
your resource slots fast. Its discard
requirement also means you may have to max out
on even the less desirable PharaohMan cards,
which is a mixed blessing in and of itself.
Falling Object
is a Red Resource with a low Destiny of two, but
with your big Blast, it’s not going to hurt you
as bad. Unlike our last card, this requires
only a single PharaohMan emblem in play to put
into play. To spend it for its effect will also
require your Burn a Power though. Since this
lets you place two cards from your discard pile
on top of your deck, I think it’s worth it. At
the very least, you traded two cards (Resource
and Power) to make your opponent work a little
harder to deck you out. If they don’t do any
damage after you activate this, then on your
next turn you’ll know the last card in your
Power Gauge (useful for those instances when you
do Blast) and know exactly what your are going
to draw. Very nice for setting up combos. I am
trying to figure out how hard it would be to
create a loop with these: Spend Falling
Object and top deck two copies of it. If
you take no damage, on your next turn you draw
it again, and the Power you burn for it (which
hit’s the discard in time to be a legal target)
plus the one you used the previous turn can be
top decked again. See what this would do? The
bad news is you would not be making any progress
with your deck or Power Gauge. Not making
progress with your deck is also the good news.
At the beginning of your turn, you’d have X
cards in deck, and that’s how many there are at
the beginning of the next turn, and the next
turn. I’d at least run two copies, and if said
combo proves workable, four would be an
excellent idea.
Liberation
is an Event with a solid Destiny Number of
three, but a tad pricey requirement of three
PharaohMan Emblems. Not impossible, but that
means having two PharaohMan resources in play.
Since its effect adds to your Blast Destiny, you
also have to Blast before playing it: that’s a
minimum of four Power in your gauge to be able
to use it! Finally, since its effect gives you
a bonus of three to your Blast Destiny for each
Power you burn, you have to combo this card
pretty heavily for it to be much good.
Fortunately, PharaohMan is a Red/Yellow Navi,
and one of Yellow’s specialties is just that:
filling your Power Gauge. I’d only run two
copies, unless you prove quite adapt at “getting
them off”.
Permanent Results
is PharaohMan’s other Red Resource. This gives
PharaohMan some personal Burn qualities. Again,
given his Red/Yellow color combination, this is
a very valid tactic for him and a useful bonus
even if it is the only Burn card you run. Its
requirements aren’t too high-again a lone
PharaohMan Emblem is a requirement to be a
PharaohMan resource. The two Power is pretty
basic. Having to Burn one of your own Power to
spend it matters, but as stated, PharaohMan
doesn’t Blast a lot. I’d run three copies,
maybe four.
Petrify
is one of PharaohMan’s Yellow Resources.
Another low Destiny of two, but at least it has
the same reasonable requirement as Permanent
Results to get it into play. This one
requires a big Power spending on your part:
three! On the bright side, it nails all of your
opponent’s Power. Not a huge advantage, but you
still come out a little ahead. Like most
resources in general, I’d say run two to three
copies. Remember you superior Strength-against
many Navis, doing nothing still gives you the
lead.
Finally, we come to something a bit special:
Sacred Kingdom. This Yellow Resource is
very expensive to get into play. It requires
five Power! Again, good thing it’s Yellow. It
also requires PharaohMan be in play, due to its
single Emblem requirement. Again, this is
pretty obvious, but if I leave it out it looks
like I don’t know. Its effect works in a way
such that when you are bout to lose Energy
during battle, you get to Power-Up instead!
That helps with a lot of the earlier cards’
costs. Now, there is a provision-it is one
energy per PharaohMan card in you have in play,
other than this one. So on it’s own, it is
still good for changing one card of pure damage
into an extra time Powering-Up. If all your
resources are PharaohMan cards, then you could
be getting as much as four extra Power for your
turn. Note that since this takes place only
during battle, it will only work against damage
done by your opponent’s Navi’s Strength (since
Blasting and BattleChips add to Strength). You
are also still losing cards, and if you take
more damage (initially) than you have slots in
your Power Gauge, you only come out ahead if the
new cards have higher Destiny Numbers. Now, I
said this card was special. Why? PharaohMan is
a solo NetNavi in both the first video
game (MegaMan: Battle Network) and the
cartoon. So he has no NetOp to aid him.
Sacred Kingdom
is essentially filling in for a NetOp. Whether
this is better or worse than a “real” NetOp will
depend upon future releases. Since it acts like
a NetOp (and has a very nice Destiny of five), I
recommend maxing out on it, or at least running
three copies.
Ratings
Casual :
4/5-First, this Navi has his own Starter Deck,
which contains three of his Navi-specific
cards. This makes it a lot easier to assemble a
“basic” PharaohMan deck. Also benefiting him is
his “weak” stat is Blasting, something that can
be compensated for in Red/Yellow decks. A high
Strength and solid Defense can take him far.
Tournament :
3.75/5-Now, any NetNavi can be good with a
proper deck build and competent player. The big
difference is you must “work” at being good with
PharaohMan more than you would with someone
else. Simply put, he’s not the hardest to build
an advanced deck with, but he is not the easiest
either.
Limited :
3.5/5 in general, but if you get his Starter
deck, don’t fret, he looks at least as solid as
the other Starters. Still, even in a normal
Limited event, on his own, an “average” Defense
and good Strength means most other Navis face an
uphill battle.
Summary
Is PharaohMan the Ultimate NetNavi? His
superior Strength is backed by a reliable
Defense. His high Blast just means you’ll focus
on using your Power Gauge to fuel devastating
BattleChips, Events, and Resources. His own
Navi-specific cards follow this strategy, and
give him appropriately authoritative abilities:
drawing strength from his surroundings, moving
cards from his Discard to the top of his deck,
directly lashing out at the opposing deck, using
your excess Power to obliterate all of the
opponent’s, and converting the damage he takes
into Power for his use. Should you wish to
Blast with him, his weak point, one of his cards
lets you use copious amounts of Power to make
ElecMan look like a little static shock.
PharaohMan is not the Ultimate Navi, but if you
want to win with him, that’s how you have to
play.