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 :
WackoMan
Title :
Whimsical
Set :
Power-Up
ID :
1 C 6
Type :
NetNavi
Emblem:
[Wa]
Strength:
1
Defense:
3
Blast :
3
Effect :
Whenever you play a BattleChip, you may recharge
an energy.
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Who can take your drawing,
Twist it all around,
Make you draw until you’re sick
And make ya discard down?
The WackoMan
The WackoMan can!
I tried running him very early on and blew it,
so as usual, this is from mostly passive
observation. Oh, and if the little ditty isn’t
making any sense, try singing it to the tune of
The Candy Man Can from Willy Wonka and
the Chocolate Factory. ;)
Stats
: This
is the only version of WackoMan, so the Title
means little. WackoMan’s emblem is a circle
divided into six pie-like slices of varying
colors.
WackoMan has a weak S1, though lucks out that it
is so common it isn’t as big a disadvantage as
one would think. A beefy D1 offsets it nice: as
stated before, that Defense can block the base
Strength of any NetNavi currently out. To
finish off the stats, we see WackoMan has a B3.
This means WackoMan will Blast sparingly, but
can expect a decent return so long as his deck
isn’t mostly low Destiny cards.
Card Effect
:
Whenever you play a BattleChip, you get to
Recharge and Energy, at least if you are running
WackoMan. This is a good ability. After all,
any BattleChip you play will hit the discard
before the Recharge-effect kicks in.
Uses/Combos
:
WackoMan’s is a Blue/Green NetNavi. What are
WackoMan’s own cards?
Clowning Around
looks horrid at first: It’s a Green Resource
that needs [Wa] and three Power. And what
happens when you spend it? Your opponent draws
three cards! In most games, this would be
completely insane: you’re helping your opponent
get more stuff to use against you. What makes
it less bad in MegaMan is that it is also three
less damage you need to do to win. Still, you
should try to avoid using it until you have a
combo ready to go. Even though it has a horrid
Destiny 1, run four.
WackoMan’s other Green Resource is Maddy,
Trickster. She’s a NetOp who just needs
[Wa] to be put into play. Like Clowning
Around, the effect seems suicidal; whenever
you play a WackoMan card, you may make your
opponent draw 2 cards. Again though, remember
that it is also damage, and it can add up fast.
It also has a Destiny 3; average, but better
than its partner. Definitely run four.
WackoMan’s third Green Resource is Steamroll.
It just needs [Wa] to be put into play, but to
spend it requires you burn four Power. It’s
worth it though: Recharge two Energy for each
card in your opponent’s hand. Given WackoMan’s
penchant for filling his opponent’s hand, a good
combo could resurrect half your deck. It has a
solid Destiny 3. Run three, maybe four.
WackoMan has a single Blue Resource: Send in
the Clowns. Unfortunately, it’s got another
lousy Destiny1 score. At least it only needs
[Wa] to put it in play. The effect is
incredibly important to WackoMan decks, though:
it turns all that draw power into near pure burn
damage. Run four.
Heartburn
is a Blue Event that requires not only
[Wa][Wa][Wa] but five Power to play, and it
burns two Power as well. The effect is worth it
though: not only does your opponent discard all
the cards in her/his hand, but he then loses an
Energy for each of them as well. So it turns
all draw power you just used on them into not
only burn, but also doubles the burn. It’s also
a Destiny 5 card. You should run three, maybe
even four.
The last WackoMan specific card we will look at
is Discord. This BattleChip needs [G][G][Wa]
and requires you discard two Green cards.
Pretty pricey, but you get to add two to your
Strength for each card in your opponents hand.
Definitely good for WackoMan. It is also a
Destiny 3 card: run 3, maybe even four.
Cards that work well with WackoMan are
Correction and Loud and Clear; both
give you an additional way to force your
opponent to discard down. Tornado is a
less effective but easier to play version of
Discord. Another nasty card that works well
with WackoMan’s style is Like Father, Like
Son. That card can bounce resources back to
the owner’s hand. So not only do you overload
their hand, but you make it a lot easier to pull
off sick combos uninterrupted.
Yes, there are a lot of cards to squeeze in.
Don’t be surprised if you have to cut some of
it.
Ratings
Casual :
2/5-This is a very dangerous tactic that
requires a very extensive variety of cards.
Also, MegaMan, Cyber Hero laughs at
discarding down: all that does it help him
filter feed.
Tournament :
3.5/5-It is one of the hardest decks to run.
One little mistake can turn your huge combo into
your opponent’s.
Limited :
3/5-Assuming you can get some solid BattleChips,
you can offset the bad Strength and Blast and
ride out opposing hits with your solid Defense
and frequent Recharging.
Summary
WackoMan is all about too much of a good thing.
You make your opponent draw huge amounts of
cards, then force them to discard down. If it
works out, you can also do a few sick tricks to
feed off their hand size. Just remember that if
they interrupt your combo, you may very well
have merely helped set up their own killer
combo. This deck requires a lot of skill and
luck.