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Pojo's NeoPets Card of the Day
Image from
Wizards Neopets site |
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Space Faerie
Dr. Sloth
Date Reviewed: 7.15.04
Average Rating: 2.35
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
mike2003
ekim |
Space Faerie
Hero | Faerie | Air
Strength 7 | Agility 15 | Magic 19 | Intelligence 14
"To play this, tap one of your Air Neopets.
If your opponent starts a contest in an arena where
you have at least one Air Neopet, if this card is in
your hand, you may put it into that arena. If you
do, it joins the contest and you choose one of your
Air Neopets in that arena. It doesn't untap on your
next turn."
-Holofoil
Advantage F/H: This is the epitamy of field
advantage for nothing, essentially. In a well
constructed Air deck, using 3 of these, you can have
the effect go off over and over. Against one of your
opponent's titans, where they think they'll win the
contest no hands down, you can bring this bad girl
out, and show your opponent a thing or two.
Unfortunately, she doesn't get a perfect score,
mainly because one of the Neopets in that arena will
not untap during your next turn. I'm not entirely
sure if she'll be discarded at the end of your
opponent's turn, or if she'll be discarded at the
end of your turn. If it is the latter, she deserves
an incredibly high rating. Since I think it is the
former...
8/10
Best Draw for the Situation: When you're facing an
incredible force on your opponent's side of the
field, and you don't want them to get any more
banks, you want this card. It will definitely save
your butt, considering they have a strong force in
Magic, or possibly Intelligence/Agility. Any other
time, she's just a pretty weak Hero that costs a
tap.
6.5/10
Attributes/Effect: It's attributes aren't incredibly
great if you play it regularly. That 19 can be
surpassed by quite a bit, and the rest are surpassed
by a lot (especially the strength). However, it
becomes a HUGE item if you use its secondary effect,
being able to be placed in an arena that's hard to
defend. It's minimum boost will be 7, and its max is
19.
Quite a good effect, if you ask me.
7.5/10
Dependability: The great thing about Neopets is that
nothing is completely and utterly dependable,
really. Think about using this in Magic during your
opponent's turn, and having them roll a 6.
Unfortunately, you just lost that contest, and
wasted a Hero. Still, she's a great defence, and to
me is quite dependable.
7/10
A BAD Score: 29/40 - 7.25/10
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Deke |
Space Faerie
Hero | Faerie | Air
Strength 7 | Agility 15 | Magic 19 | Intelligence 14
To play this, tap one of your Air Neopets. When your
opponent starts a contest in an arena where you have
at least one Air Neopet, if this card is in your
hand, you may put it into that arena. If you do, it
joins the contest and you choose one of your Air
Neopets in that arena. It doesn't untap on your next
turn.
15/100 RoDS HoloFoil
Personally, I'm not a big fan of Heroes unless it's
a deck made to keep heroes in play. The fact is, you
waste a card slot in your deck just to have the
opportunity to tap a pet to take a chance to get
another draw, bank, or defensive win. In the end, if
you use a hero to draw a card, you don't get ahead
at all as you had to draw the hero in the first
place. If you use it to bank, it's as risky as using
an item for the contest, and for defense, the same.
That being said, this hero isn't too bad. At least
this one will stay out until the end of your turn,
so you get to use her once for defense and once for
offense. She has decent stats everywhere except
strength (which is where I usually have my Battle
Eyries). Of course, the Air type is one of the
lesser played types currently, but it's gaining
strength.
By the way, if the Air Neopet you choose is untapped
already (rocket boots or other), you do not have to
tap it, and you can still use it next turn.
Ratings:
The fact that it's an extended use hero brings the
score up a bit, but it's still too risky and not all
that versatile. 2.7 of 5
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