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Pojo's NeoPets Card of the Day
Image from
Wizards Neopets site |
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Frostbite
Hannah and the Ice Caves
Date Reviewed: 10.08.04 - 1 of 2
Average Rating: 3.6
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Deke |
Frostbite
Fate | Curse | Water
To play this, you need a Water Neopet. This Neopet can't tap to move.
37/150 HatIC Rare
This curse is very similar to the effect of Turdle. Like Turdle, it is doubtful that it will have any effect on cards like Poogle Racer or the new Faerie Poogle. However, it will seriously hinder other pets. Say for example you use a few of these after a Jhudora's Storm...
Rating: It will be a useful card for some decks, and there will only be a few pets that you really can't use it effectively on. It is increasingly powerful if you can move an opponent's pet first to a weak arena. 3.5 of 5.
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Carrie |
Frostbite
Fate/Curse/Water
To play this, you need a Water Neopet. This Neopet
can't tap to move.
Hannah and the Ice Caves 37/150 Rare
Rating: 3.7
Frostbite is our first Curse review, and it's
another powerful addition to the Water faerie type.
This Curse can be put on one of your opponent's
Neopets, and stops them from tapping this Neopet to
move, which fits right in with Water's theme of
moving from arena to arena and preventing your
opponent from doing so, or from untapping.
This Curse can be helpful, especially in Poogle
Racer decks, or others that keep your opponent
moving from arena to arena. Another great idea for
this is to play it in a Villain deck, making your
opponent fight your Villains instead of moving from
arenas to avoid them. However I think the best combo
for this card would be with Jhudora's Storm in a
Fire/Water deck. Save up two or three copies of
Frostbite, then use Jhudora's Storm to move your
opponent's all to the same arena. Stick Frostbite on
your opponents, keeping some or all of them stuck in
one arena! Excellent!
Unfortunately, there are tons of cards already
available to counter Curses.
With the addition of Medicines (Slorg Slime, Pickled
Greeble Tongue, and Gracklebug Paste), Curses take a
hit before they've even been seen in play.
Each Medicine allows a player to discard all Curses
on their Neopets in a certain arena. Additionaly,
Healing Springs, Fyora's Blessing, and Faeriecinths
all strike down Curses.
One thing I'm not sure of at this point is whether
you can trade in a cursed Neopet for a new one. If
this is possible, Curses are a lot weaker than they
first appear, and are more of a nuisance than a real
threat. Either way, Frostbite is a great card to put
in your Water deck to drive your opponent out of his
or her mind.
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mike2003
ekim |
Frostbite
Fate | Curse | Water
"To play this, you need a Water Neopet.
This Neopet can't tap to move."
The second part of Fates is the Curse type, which
creates some nasty effects for your opponent to deal
with. When the set is released, you can bet we'll
see some really cool Curses that will help decks
wreak havoc on their opponents.
Today's card is very straight forward, I think. You
play this when you have a Water Neopet out, and it
dissallows your opponent to tap to move the Neopet
you target. In my opinion, this is kind of a weak
effect. Unless you're playing a Villain Stall/Lock
deck (which generally doesn't use Water Neopets),
your opponent won't need to move their Neopets
around.
2/5 - There are some combos that you can utilize
with this, but generally it isn't ALL that good.
Personally, I would prefer to merely lock an arena
rather than my opponent's Neopet. But if you can get
their Graarl Gladiator into Agility and lock it
there, you've made good use of this Fate.
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