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Pojo's Megaman Card of the Day


Image from Decipher
 

  MegaMan, CyberHero

Promotional Card

1 P 2

Date Reviewed: 10.04.04

Constructed Average Rating: 4.5
Limited Average Rating: NA

Ratings are based on a 1 to 5 scale
1 being the worst.
3 ... average.
5 is the highest rating.
 


Otaku

MegaMan is still a relatively new game.  As such, some of my terminology may be confusing, as I plan on using the game specific terms to refer to cards.  For example, Energy refers to cards in your deck, but Power refers to cards in your Power Gauge.  Confused?  You can download the current rule book here, from Decipher’s MegaMan TCG site.  If something doesn’t make sense, make sure the game meaning is being applied to the word.

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Name     : MegaMan

Title       : Title

Set         : Promo

ID           : 1 P 1

Type      : NetNavi

Emblem : MegaMan

Strength: 2

Defense : 1

Blast      : 2

Effect     : Whenever you discard down, you may place discarded cards beneath your deck instead of your discard pile.

 

Stats: Yeah, at least for this card, I am going with a slightly more traditional review set-up.  This is one of three MegaMan NetNavi’s.  MegaMan, Cyber Hero is the only version of MegaMan with an effect, which we will cover later.  It provides one copy of the same MegaMan emblem, allowing you to use those cards, of course. 

 

Moving on, MegaMan, Cyber Hero has a Strength of two, which is seems to be the “average”; not in the mathematical sense, but in the sense that a Strength of 1 seems weak while a Strength of 3 or more is high.  His Defense is only 1.  This is low enough that one should view it as a disadvantage.  As MegaMan, Cyber Hero’s final stat (Blast of 2) is also neither an advantage nor a disadvantage, he needs a beneficial effect to compensate. 

 

Card Effect: And boy does he get one!  When MegaMan, CyberHero discards down, he gets to put the cards on the bottom of his deck!  Since people are still learning this game, I probably should explain what it means to “discard down”.  In MegaMan, you can have no more than five cards in your hand when your Draw Phase resolves.  That is, after you draw your card at the beginning of your turn, you count, and if you have more than five, then you must discard cards from your hand, sending them to the discard, until you are down to five in hand.  Also, some cards will make you discard down.  WackoMan focuses on making your draw yourself to deck, and he has a card to force you to not only discard down to three cards.  Some new cards make this ability available to anything running blue.  Loud And Clear has the same effect as that WackoMan card, but is an even that only requires one blue resource be in play to use it. Correction, is a pricier upgrade, allowing any blue card the ability to make the opponent discard down to 1!  Since its worded using the same terminology, MegaMan, Cyber Hero’s effect will kick in and send those cards back to your deck.

 

Uses/Combos: As a NetNavi, this card has to be the focus of your deck.  The MegaMan specific cards tend to do one of two things: boost stats or draw more cards.  New tricks are being added in the next set, and many have been revealed, but its all out, I only like mentioning them, not really relying on them.  Of the “older” resources, I believe the best way to run him is to load up on draw and boost cards.  With his effect, MegaMan, Cyber Hero can essentially filter through his entire deck to get what he needs, and anything extra can get shuffled back during his next turn.  It’s pretty nice, though he will lose quite a bit since most NetNavis will do at least one damage to him each turn.

 

Ratings

 

Casual: 4/5-MegaMan, Cyber Hero does well in this format: MegaMan cards are easier to come by than a lot of other Navis since there is a starter deck containing one of the other versions of MegaMan.  Many draw and stat boosting cards are commons.  As such, you can build a pretty wicked deck with him on a budget; good for the casual gamer.

 

Tournament: 3.75/5-It’s a very risky tactic in my opinion-and if you don’t set up all at once, any number of things can turn all that strategy into suicide.  This is a game where your deck is your life, after all; each card drawn is one damage done.

 

Limited: NA-it’s a promo.  If it ever makes it into a set, I’d only recommend it if you are in a Starter competition with a MegaMan starter-that one DEF would haunt it here.

 

Summary

If you love to draw, this is your card!

 
tcorbett MegaMan, Cyber Hero

Rating: 3/5. At first glance, CyberHero seems to be far superior than NetWarrior, the Starter version of MegaMan. After all, NetWarrior is just a 2/2/2 with no ability. But that's just at first glance. One thing that some people tend to forget is that CyberHero has a Defense of 1, which is tied with GutsMan for the second lowest Defense in the game. Does having 1 less Defense really make that much of a difference? Yes, it does.
It means 1 extra damage every turn.

Now, for the ability. This ability is great...IF you play a lot of draw. MegaMan has a few cards based on drawing (his NetOp Lan for example). In a game where your deck is your life, drawing is a VERY dangerous thing. CyberHero makes it less dangerous by putting cards back into the deck when your hand overflows. However, drawing is still dangerous because while the cards are in your hand, they're NOT in your deck. So, if you draw half of your deck for a massive LongSword and it DOESN'T kill your opponent, you're going to be wide open for a powerful attack yourself.

An interesting side effect of this ability is that it makes WackoMan's whole strategy a lot less effective. WackoMan decks are usually based around making your opponent draw a LOT of cards. Even if they don't play a Tornado or a Discord to combo with you having a big hand, normally all but 5 of those cards are gone after you discard down. Not so with CyberHero. On top of that, Send in the Clowns, which makes you discard down to 3, is also rather ineffective against CyberHero since the way it's worded triggers CyberHero's ability.
 

 

 

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