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Pojo's Megaman
Card of the Day
Image from
Decipher
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AreaSteal
Power Up!
1 C 9
Date Reviewed:
9.29.04
Constructed Average
Rating: 3
Limited Average Rating: 3
Ratings are based on a 1 to 5 scale
1 being the worst.
3 ... average.
5 is the highest rating. |
tcorbett |
AreaSteal
Rating: 3/5. In most decks, I'm not too fond of
AreaSteal.
Don't get me wrong. +2 Strength and letting you play
another BattleChip is a good thing. It's the burning
a Power that I don't like. And yet, I do run it in
any deck that has space for it because it's a 4
Destiny and it's good to use in a jam, i.e.
no Resources to play your better Chips or when you
need an extra
2 Strength to finish off your opponent.
Now having said that, there's 3 NetNavis which LOVE
AreaSteal:
GutsMan, MagicMan, and ElecMan. With GutsMan, it's
really +3 Strength so it's worth actually using it.
With MagicMan, something I see a lot is AreaSteal,
Blasting with 1 Power since you played a BattleChip,
and playing a better Chip like Invisible. Because of
his ability, the more BattleChips, the better. With
ElecMan, AreaSteal is more than a staple. It's
awesome! A starting hand with an no requirement
Yellow Resource, a Boomber2, and 3 AreaSteals puts
you straight to full Power AND you're already at 11
Strength without Blasting, which of course you'll
do).
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