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Pojo's Megaman Card of the Day


Image from Decipher
 

  MagicMan, Riddler
 

Grand Prix

1 C 4

Date Reviewed: 10.22.04

Constructed Average Rating: 4.25
Limited Average Rating: 4.25

Ratings are based on a 1 to 5 scale
1 being the worst.
3 ... average.
5 is the highest rating.

tcorbett 1 C 3 MagicMan, Riddler NetNavi

Rating: 4/5 MagicMan has average Strength and Defense. His Blast is high, but his ability lowers it by 2 whenever you play a BattleChip. So, Blasting is easy to do as long as you have a BattleChip. Just be careful with BattleChips like AreaSteal, which lets you play another BattleChip that turn. Many times, I've seen MagicMan players play two BattleChips in a row and realize that they can't Blast with a Blast of -1. As long as you Blast BEFORE you play the second BattleChip, you're fine.

MagicMan's colors are Blue and Green. He has 3 Blue Resources (Magic Block, Odds Are Against You, and Yahoot, Guru), 1 Green Resource (Mind Tricks), 1 Green Event (Wheel of Magic), and a BattleChip that requires 2 Blue (Invisible). Because of this, MagicMan tends to lend towards Blue. In fact, it's not unheard of to see a MagicMan deck go mono-Blue except for Mind Tricks and Wheel of Magic.

The traditional MagicMan strategy is to cancel everything, play cheap BattleChips to Blast easily, and to use his Green cards to search out what you need. However, his ability can make him very versatile. I've seen MagicMan make great use out of Red and/or Yellow along with, or even instead of, one of his traditional colors. With Red, MagicMan can make his Blasts even bigger. With Yellow, he can Power Up more often to keep his Gauge nearly full even with the amount of Blasting he does.

As for his specific cards, his 3 Blue Resources give him access to 3 of Blue's major strategies. Magic Block lets you cancel a Blast Destiny by ditching any 2 cards, and it then goes on the bottom of his deck. Odds Are Against You lets you raise a NetNavi's Blast by 2 until the end of the next turn for the cost of Burning a Power, and it then goes on the bottom of the deck.
See a pattern here? :) His NetOp, Yahoot, Guru, lets you place a card from your hand into your Gauge whenever you play a MagicMan card. This allows MagicMan to get away with running a few 7s that he can't even play normally, just to get them into your Gauge.

His Green Resource and his Event are tutor cards. Mind Tricks lets you search your deck for any card for the low cost of burning a Power, and it then goes on the bottom of your deck.
Wheel of Magic lets you Burn 2 Power to search your deck for any TWO cards. It doesn't go on the bottom of your deck, but it IS one of the few 7 Destiny cards.

His BattleChip, Invisible, doesn't seem like much at first since it's only +4 Strength. However, it then goes on the bottom of your deck.

MagicMan decks tend to be rather strong. Whether he's doing denile while he wears you out with BattleChips and Blasting, or if he's going straight aggro, he can be hard to take down.
 

Otaku

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.

---------------------------------------------------------------------------------------------------------------------------------

Name   : MagicMan

Title     : Riddler

Set       : Power-Up!

ID         : 1 C 3

Type    : NetNavi

Emblem: [Ma]

Strength: 2

Defense: 2

Blast    : 3

Effect   : Whenever you play a BattleChip, your blast is -2.

---------------------------------------------------------------------------------------------------------------------------------

  

You fool!  Do you honestly think you can

withstand the mystic might of MagicMan?

 

Here’s another Navi that I have played and faced before.

 

Stats                : No alternate or Ally version of MagicMan yet.  Of course, he is part of World Three, and they just don’t seem that friendly, though he is somewhat popular as a Navi.  His Emblem is hard to describe: every time I think I know what it’s supposed to be, I realize I don’t.

 

Moving onto his side stats, he has the seemingly “average” score of two for both Strength and Defense.  This means that he isn’t really better or worse than most others Navis.  His Blast is three, which is a little high, and would normally discourage Blasting.  Then we go to his effect and see why the opposite is true.

 

Card Effect       : For every chip the controller of MagicMan plays your Blast drops by two.  Play a chip and you become B1 instead of B3.  This is really nice: it allows you to Blast often.  Just remember that you need to try to maximize your Destiny Numbers like you would with ElecMan.

 

Uses/Combos   : MagicMan seems to live up to his theme.  As you would expect, he pulls stuff from out of no where.  What do I mean?  Let us look at his Navi-specific cards.

 

Invisible is MagicMan’s personal BattleChip.  It has a solid Destiny 4.  It requires just [B][B][Ma] and gives a solid +4 to your Strength.  Not good enough?  It also sends itself to the bottom of your deck when used.  So not only do you get some solid damage, you “heal” yourself a bit.

 

Magic Block is a Blue Resource that just needs [Ma] to be put into play.  To actually spend it is pretty steep: you must discard two cards from your hand.  Still, for the effect, it can be worth it: it cancels out a Blast Destiny.  That includes any cards that have already been used to add to the Blast Destiny.  This card is also Destiny 4 and sends itself to the bottom of your deck after use.

 

Mind Tricks is pretty pricey, but when compared to another card, you see why.  This is basically MagicMan’s personal version of Glide, At Your Service.  Both are Green Resources, but Mind Tricks needs only four Power (and [Ma], of course) to be put into play, instead of Glide’s five Power.  It’s not identical though: when you spend Mind Tricks, you have to burn a Power.  This pays for two things Glide doesn’t have: Destiny 3 instead of Destiny 1 and that snazzy “place this card beneath your deck” clause that is MagicMan’s specialty.

 

Odds Are Against You has two purposes, in my experience.  This Blue Resource has that bargain requirement of [Ma], when you Spend it, you burn a Power to make jack up a NetNavi’s Blast by two until the end of the next turn.  Most effects in this game go away at the end of the turn, but this one lasts a little longer.  In addition to the obvious, making it too pricey for an opponent to Blast, it also can be used if an opponent is smart and lowers your Blast… after you already have played a BattleChip.  Still, that last bit will usually only matter if Blasting would net you the win.  The downside is that is has a low Destiny 2, which means it’s a risk to run.  On the bright side, it does recycle itself like most other MagicMan cards.

 

Wheel of Magic is a Green Event with a roughly average cost of [Ma][Ma][Ma].  It has the rather nifty ability of searching out not one but two cards from your deck… when you play it and burn two Power.  This is one of the few Destiny 7 cards in the game (as high as it goes).  Just remember you are also essentially dealing two damage to yourself when you use this card.

 

The last of MagicMan’s personal cards is his NetOp, Yahoot.  Yahoot, Guru is a Blue Resource with a paltry Destiny 2.  Fortunately it only needs [Ma] to be put into play, and has a nifty effect: whenever you play another MagicMan card, you get to place a card from your hand into your Power Gauge.  Now, what did we just see?  That MagicMan has a Destiny 7 card.  Fantastic.

 

Players tend to favor MagicMan’s Blue-aspect.  This is a pretty good idea: Green’s BattleChips are somewhat lackluster.  You might include something like Upload to get back high destiny cards for Yahoot, Guru to place in the Power Gauge.  From there, I find Blue’s control element to be excellent for rendering an opponent impotent while playing a BattleChip and Blasting about every other turn.  Yes, every other term: you’ll want your Power Gauge to avoid getting low so you can build up some killer combos.  You may want to take advantage of decks that make you shuffle your deck (some of the Navi-specific MagicMan cards do anyway) since the self-recycling ones go to the bottom of your deck.  Whatever card is on bottom will never see play since you’d be dead when you drew it.

 

Ratings

 

Casual             : 4.5/5-Like GutsMan, this is one of the easiest Navis to play.  His stats Strength and Defense make him less chaotic than GutsMan, but new players must remember to watch their Blast while running MagicMan.  It’s easy to rush and play something like AreaSteal followed by Invisible, and forget to Blast in between.  MagicMan can still be vicious without access to a lot of Rare cards, even his own Rare and better ones.

 

Tournament     : 4.5/5-With a better developed card pool, MagicMan keeps pace.  You’ll need a little more skill, but not a lot more to bring his "A" game.  He tends to be great with control based Blue decks.

 

Limited            : 4.5/5-MagicMan is a little more reliant on BattleChips from what I have seen, than GutsMan.  Still, he’s a top pick for Limited events.

 

Summary

MagicMan has solid stats, except for his Blast.  As long as you can play a BattleChip most turns, he end’s up with a killer Blast of one.  With Green cards to search out cards and set up combos, Blue Cards that give him killer control factors, and cards that either recycle themselves or set up for sick Blast Destinies, you win so easy, it’ll seem like magic.
 

 

 

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