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Promise Daughter

- #EB01/011EN

Date Reviewed: April 9, 2013

[AUTO](VC/RC):[Choose an «Oracle Think Tank» from your hand, and discard it] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+5000 until end of that battle.

Ratings Summary

Rating: 3.33

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

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"Gale" Gaylord
I feel like I should apologize for my absence as of late, but a man can get distracted fairly easily when he's got priorities like job hunting and preparation for the coming Team League 2013 on his hands. xD
But I'm excited for today! We're looking at Promise Daughter, arguably the best card in Comic Style. Since most of the set is unwieldy, underwhelming, or both, it's a bit of a shock to see something that flows so darn well with its clan and the inner workings of the game as a whole.
When Promise Daughter attacks, you can discard any Oracle to grant her 5000 power for the battle. That's a big jump, and an opponent at five damage is going to have to answer with an additional guardian whether they like it or not. By feeding her excess Grade 3s or Draw Triggers, nothing of significance is lost while the game state continues to get simpler and simpler. This especially works to your advantage if triggers are turning up during your drive checks, as you can throw them to your other rear-guard column for the sake of burning 6 cards minimum per turn.
Promise has some shortcomings, though. For starters, she isn't doing anything special for your early and mid game, obviously due to the fact that there's no incentive to guard her attacks at these points. Losing a card to deal one damage may work for Spike Brothers, but... not so much the majority, Oracles included. Promise Daughter also has to compete with a slew of other amazing Grade 2 units for deck space - namely Silent Tom and any in-theme pluspower attacker, which perform similar jobs on the cheap. She's incapable of reaching key numbers against crossrides as well, so she's not exactly practical in the current competitive format.
Don't throw away your copies, though. Promise Daughter could easily rise to power depending on adjustments to the restriction list in the future, not to mention significant cardpool shifts that we've yet to see. 3/5
David NavyCherub Lynn Promise Daughter
Like yesterday's card, Promise Daughter is a very simple card that does what it does effectively, but is not at all a staple. Everyone and their mothers know that Oracle Think Tank frequently has plenty of cards in their hands to spare, but they don't have any easy ways to make strong rearguard columns that don't involve Silent Tom trolling. Enter Promise Daughter, who lets you exchange a card in your hand for 5000 power, pushing her attack another stage ahead no matter what she is being boosted by. It's not mandatory or anything, so you can save this ability for when your opponent is at five damage (or four with a critical), forcing your opponent to drop extra cards to defend your attack. Technically, this ability is a 1-for-1 at best, since the extra cards your opponent uses to defend washes the card you used to gain the power. However, since you would only be using this ability late game, its use in creating winning situations outweighs how it doesn't actually create advantage.

Go Rogue,
Go Pro

What's up, you guys?! Another day, another card for me to dissect and have you, the readers, question my already twisted mind. What do we have today?

Promise Daughter
Power: 9000
Grade 2
Clan: Oracle Think Tank
Race: Human
[AUTO](VC/RC):[Choose an «Oracle Think Tank» from your hand, and discard it] When this unit attacks, you may pay the cost. If you do, this unit gets [Power]+5000 until end of that battle.

I'm not going to lie; when I first saw this card, I was wondering why every Oracle Think Tank player was getting so riled up about this card...and then I faced it...and now I see why. This card is extremely impressive, and really should've been a RR over Miss Mist. The reason I say this is because Oracle Think Tanks in general can make a pretty big hand size to begin with thanks to all of the different drawing skills that they have. With that being said, that gives plenty of ammo for Promise Daughter to activate her skill every turn that she's on the field, so she will be at 14,000 when she's attacking by discarding either a random Draw Trigger or a clogged up Grade 3 in hand. Put that in front of a Gemini, and she's attacking every turn with 22,000 which is enough to even force out more shield to Majesty Lord Blaster. She helps make it easier to force out that extra point of damage to set up and go in for game and is definitely deserving of a spot in any Oracle Think Tank deck!

Rating: 4/5

Next time: I think we need a new guide...


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