Suddenly, booster 6 happens, and Megablast units get
far more interesting, but also far less flexible (as if
they needed to be any less so given their costs and
conditions already). Mobile Hospital, Feather Palace is
among those that does something really cool, but just
doesn't have the synergy one would want in a Grade 3.
No Angel Feather unit short of Lightning Charger
benefits from the soul. Strike one.
The Megablast may only be used in the Vanguard Circle.
You must also hit the Vanguard in order to use said
Megablast. Strike three. Pity. Being able to heal all
your damage is an incredibly potent and game-swinging
But to Feather Palace's credit, it forms a 22K line with
Clutch Rifle Angel, is easy to set up thanks to Critical
Hit Angel and Happy Bell, Nociel, and even allows you to
run a few counterblast-using cards thanks to the general
(pseudo) unflipping nature of the Angel Feather clan.
If you feel like building a deck on pennies, it's
certainly possible here. All the more fun if your
opponents just looove to overextend and go for the game
too fast. The two-pronged threat of losing rear-guards
and having all your hard work go to waste with a single
hit is always a nice wake-up call. It's entirely outside
the realm of viable in even a slightly competitive
environment, though, 'specially when AF is already
sporting plenty of great G3s. 1/5
Today we take a
look at Angel Feather’s Megablast unit, Mobile Hospital,
It has the
standard SC, +2k common amongst megablasts while the
blast itself is rather unique. When it hits the
vanguard, you can heal one point of damage for every
Angel Feather unit in your rearguard. Looks good on
paper right? Now rip apart the paper and burn it. This
is what we are actually looking at.
Feather Palace is
a terrible, terrible megablast unit if only because of a
few restrictions and problems with it. One is that it
has the common problem among said megablast units, in
that it takes all game to set up and by the time your on
five damage, your opponent should be roughly around the
same, so a connecting vanguard attack should kill them
meaning your whole buildup at this point has usually for
naught. The second, biggest restriction to this guy, is
that he must HIT the vanguard, which at the point that
you can activate the blast, your opponent should be
stopping your vanguard at all costs. The last big
restriction on Feather Palace, he can only activate his
megablast in the vanguard, further limiting his usage
unlike some other megablast units, which can activate in
the rearguard as well (such as Mr. Invincible).
Don’t get me
wrong, should you get the skill of this guy off
(probably never will), it can be extremely devastating
to your opponent, because you have just reset yourself
back to zero damage while they are at their 4-5th
damage. This places you in a position where your
opponent has to block EVERYTHING you throw at them,
while you can just sit back and soak in damage.
Though getting the
megablast off might be more detrimental to you then your
opponent. This is because you have tossed away the extra
‘hand’ you have built up over the game, limiting down
your damage switching options. However, this should only
be a problem for a turn or so before that can get back
Feather Palace, despite how good his skill looks, is
just a terrible unit. To play him effectively, your deck
will have to focus on him, which is hard work to do in a
clan that doesn’t have much soul charging options and
honestly, there are better cards, like Kiriel or
Shamsiel, to play then this guy.
It’s a shame to;
He just looks so god damn cool.