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Card Trooper


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[img]http://2.bp.blogspot.com/_yNayfGSFPpo/SOMfxZSzXlI/AAAAAAAAB7M/syoFevKiMd0/s400/Alpha5MightyMorphin1.jpg[/img]

Alpha from Mighty Morphin Power Rangers. Or R.O.B. w/e you like.

OT: This card wouldn't change much at 2. It would provide more consistancy and it really wouldn't be worth running Machine Duplication just for a +0.

It's best uses are:
1. A generic machine tech for fusion support and Limiter Removal abuse
2. A filler in Dandywarrior decks for a Debris target and to randomly hit Dandylion/Glow-Up or fill for Avarice, but thats pretty much it.

Is it because he pays for himself when he dies that makes him good? When he's done raging he leaves a 400 ATK window which can be taken advantage of. Anybody want to explain how he's @1 still?
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Tele-DaD was possibly one of the most difficult formats to play in.

If you made 1 tiny little mistake, you lost.

You had to plan your moves at least 4 to 5 turns ahead, thats how fast the tide could turn.

As for Card Trooper.

Should be at 3.

The Troop Dupe Scoop era wasn't that great, not to mention is very deck specific

Quickdraw would have a field day however with 3 Troopers.
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