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Date Reviewed - 06.07.05
andys
island
This
week, we are looking at "red gain" advantage
cards. When I use the term "red gain," I mean
cards that give you red furyoku. Today we have
"Feral Instinct." The spirit featured in the
image is one of Mikihisa's spirits, Yoh's
father. Mikihisa has 2 two spirits that he uses
during battle, such as Silva has 5 spirits. This
spirit might have a name, I don't know it. It's
not really important.
"Feral Instinct" doesn't have any trait
limitations, so he (assuming that the dog/fox is
male) can be placed in any deck. Next his card
cost is right down the line. One green, yellow
and red furyoku. The cost doesn't leave alot of
room for overpaying if you are lacking in any
color of furyoku. Easy to pick up with your
hand, but very costly to play.
The effect of this card is more furyoku
conversion than red gain. Anyways the card
states: "Immediate: Add two red furyoku. You do
not charge from playing Feral Instinct." The
idea of gaining red furyoku sounds great, but
you must remember the card cost. You get back
one of your red furyoku, and your green and
yellow furyoku convert to a red furyoku. This
basically leaves your field exactly the same as
when you started. It's better to have extra red
than a yellow and a green, but overall doesn't
get you anywhere. On top of not going anywhere
with the first part of the effect, you don't get
to charge. It's always better to have more red
furyoku, but you don't want to overpay to get
it.
This card is completely playable in Casual,
Tournament, and Sealed. Got more use in Casual
and Tournaments, since you will be using more
red costs than in Sealed. I wouldn't run more
than 2 of these in a deck. Converts a yellow and
green into one red, which could be useful for a
few decks.