Hey there everyone! We are now
only 2-3 short days away from the first KMC events
across the nation! I won't be able to attend until
the end of the season but I'll be rooting for all of
you who are attending and I wish you the best of
luck! Today we're looking at a card that I honestly
could see being thrown into a control variant and it
can prove to be very beneficial in the right
circumstances. Let's take a look at the card
Regroup.
Name: Regroup
Civilization: Light
Type: Spell
Race: N/A
Level: 2
Power: N/A
Flavor Text: The angel command's order was
written across the clouds.
Rarity: Uncommon
Set Number: 22/165 l 3RIS
Abilities:
At the end of this turn, untap all your creatures.
How many times have you thought
to yourself... "Man, I really don't want to hit
Stormspark Blast!" I know there have been numerous
times where I was placed in this situation and I
still ended up hitting that shield blast. If only
there were a way that I could untap my creatures
or... if I only had a main phase two! This card
allows you to take back what Stormspark took away
from you and will keep all of your creatures, and
possibly your shields, safe.
The Light Civilization has been
gaining a huge momentum in the past two months and
it doesn't look like it's slowing down anytime soon.
Regroup allows you to attack freely without the
concern that you'll hit a tap spell in your
opponent's shield blast. You don't need to worry
about your blockers not being able to defend you
anymore because at the end of the turn, they're
ready to go for round two!
This card works great in decks
that make use of Blockers that are also Skirmishers.
You can go ahead and attack away at your opponents
creatures if they are tapped (or if you played
Overcharge!) and then they'll go right back where
they need to be. Another benefit of this card is
when one of your cards is tapped down by Lyra, the
Blazing Sun. If Regroup was played this turn, your
creature will untap and be saved from certain
destruction on the following turn.
Overall, this card has a ton of
potential and I believe it will only get better as
more and more cards are released in the future. It
only costs two mana to play it, so it won't commit
too much of your resources to playing it. Give it a
try and let me know what you guys and girls think on
my Twitter or YouTube account.
Ratings:
Constructed: 3.00/5.00
(In a deck that uses a lot of blockers or that
attacks a ton with little creatures, also known as
rush, this card can keep you in the game and out of
harm's way. Try it out for yourself before you
dismiss the card. )
Limited: 2.50/5.00
(Still able to untap all of your creatures, you just
need to rely on getting better blockers and
skirmishers to make this card more effective.)
Stop by tomorrow as we conclude
our week of sleeper cards and get ready to gear up
for the upcoming KMCs! Until next time my fellow
Kaijudo Duel Masters, keep calm and game on!