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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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