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 :
NumberMan
Title :
Calculator
Set :
Power-Up!
ID :
1 C 4
Type :
NetNavi
Emblem:
[Nu]
Strength:
1
Defense:
3
Blast :
2
Effect :
None
------------------------------------------------------------------------------------------------------------------
Time for these numbers to crunch you!
Oh, accounting humor. @_@ I have faced some
wicked NumberMan decks, but have had some
trouble building my own.
Stats
: No
NumberMan Ally or alternative NetNavi cards, so
as is often the case, the name and Title mean
relatively little. NumberMan’s Emblem is a pale
green circle ringed with blue that has a green
right triangle in it: probably a 30-60-90.
There even appears to be a yellow square in the
90 degree corner to mark it as such. Geometry
is cool. ;)
NumberMan has the lowest Strength in the game:
one. The good news: he is not alone, as S1 is
the most common Strength in the game. This sad
stat is offset by a D3. This is the top Defense
in the game; only four other NetNavis share it,
and no current Navi has a base Strength that can
beat it. Finally, he has an average B2. This
Blast allows for relatively frequent Blasting,
but you don’t have to avoid low Destiny cards as
much.
Card Effect
:
Nada. This card has no built in effects: once
again, this is a place holder for my sake and
the sake of readers who are half asleep and
might think I skipped it. ;)
Uses/Combos
:
NumberMan, not surprisingly, likes to play with
numbers, specifically, Destiny Numbers. Let’s
do a quick run through of his cards, what they
do, and whether they do it well:
Calculated
is a Yellow Resource. Even with Yellow’s
ability to power-up extra, it may take time to
get into play seeing that it requires five Power
in addition to [Nu]. It has a good Destiny 4.
The effect allows redirect up to two lost
Energy, placing them in your Power Gauge. Since
many of NumberMan’s other cards require you to
discard Energy, this card should definitely be
in your deck. Run four copies, but don’t freak
that you probably will be doing good to get two
into play.
Next is Counter Attack, a common Yellow
Resource. It has a low Destiny 2, and the
effect isn’t that stellar: lose two energy to
burn just one of your opponent’s Power. Still,
its only requirement to be put into play is
[Nu], and Calculated can ease the pain.
I’d recommend running two to three despite it
seeming puny.
Ready For Action
is a common Red Resource. Again, a low Destiny
2 but it only needs [Nu] to be put into play.
Again, when you go to spend it for its effect,
you have to lose two Energy. This time, you get
a +3 to your Blast Destiny. Again, this is not
great, but it is not terrible. It is another
two to three card recommendation.
MiniBoomer
is NumberMan’s custom BattleChip (in spite of
being used by MegaMan in both game and
cartoon). This card is pricier to use than the
Resources, but also much better as far as I am
concerned. You need [R][R][Nu] to play it: not
crippling, but it will require effort and/or
timing. You then lose two Energy… again. This
time though, you look at the Destinies on the
cards and add them to your Strength. Even if
you get two Destiny 1 cards, you still “break
even” in terms of damage. The card itself has a
Destiny 3. I would run three copies, and four
would not be out of the question.
Best Throw Ever
is NumberMan’s custom Event. It’s pretty
pricey: 5 Power and [Nu][Nu][Nu]. Plus, look at
how the effect works. You lose 3 Energy and
note the total of their Destiny Numbers, then
add that to your Blast Destiny. Pretty sweet,
but it’s really hard to play unless your deck is
heavily focused on powering-up. After all, you
need to Blast before modifying your Blast
Destiny, and to do that you need to burn Power.
Even if you lower his Blast to just one, you’d
also need to power-up. Otherwise it’d be pretty
sweet-in a bad deck, at worst you be break even,
doing 3 more damage to the opponent. In a well
built deck, you could be doing substantially
more. As long as you have some relatively easy
ways to power-up, outside of the NumberMan
specific cards (that makes the combo even harder
using just his own stuff) then maybe run two to
three. At least it has a great Destiny 5.
Higsby, Nerdy
lets you top deck a card from your discard pile
every time you play a NumberMan card. Even
better, he has a solid Destiny 3 but only a [Nu]
requirement. This top decking combos well with
many of the cards listed for NumberMan.
Basically, you heal a point of damage and can
set up a big Blast or other effect dependant
upon your next cards Destiny. Run four.
As for other cards in general, I recommend cards
that help you power-up extra and cards to
destroy the opponent’s Power and Resources. If
you successfully fit all that into a deck, and
can get it to flow smoothly, you’ll find you
have a Navi that seems insanely “lucky”, getting
fantastically high Blasts, thanks to Higsby’s
deck stacking talents. Final tip-run some
Destiny 7 cards, even if you can’t actually play
them, they just need to be used for stacking
your deck’s Destiny.
Ratings
Casual :
3.25/5-He isn’t terrible, but don’t expect a
true “NumberMan” deck. You’ll probably just
focus on Power/Resource destruction,
powering-up, and boosting your stats in more
traditional Red/Yellow methods. Still, that is
a solid strategy, and he becomes the flip side
of GutsMan: using his Defense to wait out his
opponent while Blasting and using chips to peck
away at the opponent.
Tournament :
4/5-With a realized NumberMan deck, you actually
can hang with the big guns. You’ll still try to
keep them crippled with Resource and Power
destruction, but you’ll also be Blasting for
good hits while trying to set up a killer combo
to finish what they have left in one hit.
Limited :
3.5/5-Roughly the same as Casual, but while you
will have a harder time getting complimentary
cards, everyone has that problem. Also, the D3
becomes truly awe-inspiring when players have to
rely mainly on Blasting to strengthen their
Navis.
Summary
NumberMan plays with loaded dice. His NetOp can
manipulate the top of his deck ad thus his Power
Gauge. Most of his cards work by discarding
Energy from the top of his deck for extra
damage. This is backed by his great Defense and
solid Blast, although his Strength leaves
something to be desired. If you love setting up
ridiculous combos, give him a whirl-he’s got
your number.