Commander Garoo
Villain | Blumaroo | Air
Strength 16 | Agility 13 | Magic 14 |
Intelligence 12
To play this, you need an Air Neopet. Earth
rivals get +5 to all stats in contests against
this Villain. When this Villain loses a
contest, the player who defeated it draws a
card.
2/234 Foil
Well, for our first villain review, we aren't
starting out too good. At this point, most
people are just interested in Shadow Usul, The
Darkest Faerie, and Jhudora. Most villains have
some decent stats but are usually pretty easy to
beat (especially with our next CotD, MSPP).
Once beaten, most villains either allow you to
draw a card or untap all rivals. Villains that
force card drawing are a nice way to prevent
your opponent from banking, however it increases
the size of their hand, which obviously can hurt
in the long run.
Commander Garoo is pretty mediocre for stats in
all his arenas. Considering you don't get to
roll a dice with him, and whoever is contesting
him does, he usually falls pretty fast. This
means he's pretty much only good to force a draw
instead of a bank. Garoo can be helpful in the
very early game, but don't expect him to stay
out long.
Unfortunately, all the other villains for air
(in the basic set) cause the player who defeats
it to untap rivals, which often leaves the arena
open for an easy, if not free, win.
Ratings:
I can't say I'm impressed at all with this card,
or for that matter the majority of villains from
the basic set. I give this card a 1.6 of 5.