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. Also, much to my dismay, an error
occurred when I attempted to save this, and
I had to re-type everything after the
paragraph for “Casual”.
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Name :
WideSword
Set :
Power-Up!
ID :
1 R 85
Type :
BattleChip
Destiny :
5
Requirements-
Color :
Blue, Blue
Emblem :
None
Power :
None
Card Text:
Discard a Blue card to reduce a
NetNavi’s strength to 0.
Name :
This card is called WideSword. Since
BattleChips are never in play (and are thus
not bound by the rule of being unique), just
remember no more than four copies are
allowed in your deck.
Card Type :
This is a BattleChip (yes, it is one word).
This is a mixed blessing, as you can only
play one Battle Chip per turn. It would
likely be more useful (in general) if it
were an Event, for I cannot think of any
card that cancels an Event (though there is
a card to prevent Events from being
played). BattleChips, like Events, can be
prevented by an opposing card, and there is
also a card that can cancel their effects
(except for LifeAura). It would be less
useful as a Resource since Resources must be
put into play during the Resource Phase, and
(as we will see), this card likes some
element of surprise.
Destiny Number:
WideSword is Destiny 5. This is
good, since there are only two scores higher
but four scores lower. For those completely
new to the game, the higher the Destiny
Number, the better. The Destiny Number acts
like built in “dice” for a deck: when a
random number is needed, it’s generated
“randomly” through the Destiny Numbers. For
example, to start the game, both players cut
their decks and expose a card: highest
Destiny Number starts.
Requirements :
WideSword requires two blue resources
in play in order to be activated. This is
what I would view as “average” in terms of
difficulty to set-up/maintain in your
standard di-color deck. If you run
mono-color it’s a little on the easy side
and if you run tri-color it’s hard, and a
real pain if you run “Rainbow” (all four
colors). There is no Power or Emblem
Requirement on this card, so any deck
running Blue can consider it.
Unfortunately, there is a second
“requirement” hidden in the card’s text.
Card Effect :
When you use WideSword, you discard a
blue card. This reduces the opposing
NetNavi’s Strength score to zero. This can
be brilliant or next to pointless. Again,
for newer players, let me point out that all
damage in this game is that in Battle, all
damage is taken from Strength, and all
current game effects that alter Strength do
so as soon as they are played. This means
that if my opponent’s GutsMan plays a
LaserBlast, then uses the Event Not
Enough Power to play another LaserBlast,
GutsMan’s base Strength of 3, the +5 he
received from each LaserBlast (as per
that card’s text), and the +1 Bonus
Gut’sMan’s own effect gives him for each
BattleChip his controller players (so a
total bonus of +2 in this example since two
BattleChips were played) would all be
“erased” when WideSword’s effect
occurs. Now, if GutsMan then decides to
Blast, the bonus earned from that would just
add onto his current Strength of zero. If
he Blasted before you used WideSword,
any effects that would add to his Blast
Destiny would still do that, and thus add to
his Strength. As such, this card is very,
very potent. If the card just boosted your
defense, you’d have paid for roughly a
Defense; you would have paid for a total of
a +3 or so: I would allot a +1 bonus per
blue resource required, and +1 for the
discarded blue card, which also has to
account for the higher than average Destiny
Number as well.
Uses/Combos :
This card requires good timing. Since you
automatically enter Battle Phase when you
and your opponent consecutively pass on
taking an action, you must attempt to gauge
your opponent’s ability to increase their
Strength. If you use it as soon as you can
on their turn, you would be lucky to “zero
out” just their base Strength score. That
is usually just S2. On the other hand, if
you wait too long, they might do all the
actions they had planned on, and pass
themselves, meaning you missed your chance
to drop the damage! You also have to worry
if your opponent has the cards needed to
negate a BattleChip or prevent it from being
played, either directly or through other
actions like destroying your resources or
depleting your hand. So this card can
become frivolous, when used to zero out a
paltry figure, or it can be dead weight as
you make the mistake of waiting for a “big
score” to ruin. From what I have learned,
you are best of “settling” for negating
anything that has increased its Strength
score to (your Defense + 5). Yes, it is a
variable term. If they are less than 5 over
your Defense, you might want to just take
the hit or see if you have another option.
I cannot think of any real combos for the
card. Use common sense and ditch any cards
that look to be next to useless that game.
For example, Useless One allows you
to cancel a blue blast destiny. If it
appears your opponent is not running any
blue cards, then you can be reasonably safe
by discarding that card. You also should
consider using viruses to help meet the
resource requirement (yes, there is a reason
to not run a lot of Viruses-look up Rush,
Roll Over).
The NetNavis that should consider running
this card are those that run well with blue
resources. Roll gets an extra “buffer” from
her effect, so she can be a little less
cautious (if she used it too soon, it has
boosted her to D4 already)
Ratings
I will use Casual, Tournament, and Limited
for my categories. The meanings are a hair
different than normal though. Where as I
usually use “Casual” to denote playing in an
atmosphere where people chose to ignore the
best decks and play what they enjoy, here it
mainly means for the casual player who
doesn’t have a lot of cards. A higher score
in this area will mean that the card works
quite well without a lot of Rare or better
cards. “Tournament” will mean for
competitive play, both organized, as well as
just facing people with extensive card pools
full of the higher rarities. Limited has
its traditional meaning-a tournament where
you build your deck out of cards provided.
Do to some fundamental differences between
this game and others, I will score Limited
according to its most common sub-categories:
Sealed (you get a certain amount of packs to
make your deck), Starter (you get a starter
deck plus two to three packs), and Draft
(where you. Yes, this seems cumbersome, but
today’s card will prove why it matters.
Casual:
3/5, if you are running at least half blue
resources. That may sound odd to some, but
it’s like saying Blastoise is good with
Water Energy in Pokémon. ;) It’s possibly
the best defensive card in the game, but it
is a rare, so getting multiple copies can be
tricky (hey, I got one out of over a box).
More over, in this format, players will
usually focus on “pecking away” at your deck
instead of setting up the grandiose combos
that become available when you have access
to-the damage you’d cancel out could
probably be handled by a Guard1
BattleChip.
Tournament:
4/5, if you are running at least half blue
resources. Should every blue deck run it?
Almost certainly, but it is not automatic in
my mind. Some might prefer more concrete
gains. Also, you probably should limit
yourself to just two or three copies: four
would likely be a waste.
Limited:
1.75/5 for Sealed, 2.5/5 for
Starter, and
1.25/5 for Draft. Since it’s a resource
specific and heavy card, pulling enough blue
resources (and additional blue cards to
discard) might be hard. For starter, if you
get TorchMan
(who could use it), then it’s a solid card,
but you won’t be stopping a lot of huge
combos in this format unless your opponent
has a sick amount of luck. Finally, not
only can Drafting blue can be as hard as
pulling it in Sealed and not only is it
doubtful there will be any huge combos to
counter, but if an opponent notices you
going after blue, they might pull it in an
attempt to deny you.
Summary
This is one of the best defensive cards in
the game right now, an in
MegaMan, Defense
actually does win games (though I think
offensive has a slight edge).