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Nightmare Doll, Alice

- #BT03/003

Date Reviewed: Mar. 8, 2013

[AUTO](RC):[Counter Blast (1) & Put this unit into your soul] When this unit's attack hits, if you have a «Pale Moon» vanguard, you may pay the cost. If you do, choose a «Pale Moon» other than a card named "Nightmare Doll, Alice" from your soul, and call it to (RC).

Ratings Summary

Rating: 2.0

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

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Elliot
"Gale" Gaylord

We close the week with one of the cards most characteristic of the Pale Moon clan: Nightmare Doll, Alice. It seems she's lost in wonderland, though, because all the other similarly-themed cards are part of the Dark Irregulars. Perhaps these two clans were once one in the design process? 

Not many Grade 3s are created specifically for the rear-guard, so Alice is a tad special. When her attack hits, you can counterblast 1 to have her trade places with any Pale Moon in the soul, allowing you to attack again. This causes her to become a 'must guard' for any opponent looking to prevent a bunch of card loss or damage, more so when you consider that she can tag into Purple Trapezist, who can bring Alice right back out for another complete column. With two copies of Trapezist, this becomes a loop that doesn't stop until all counterblasts are used. Alice can easily become the bane of an ill-prepared and ill-handed opponent. 

But that's all she's got. Alice is neither strong nor incredibly economical at her best, and she's not going to intimidate more experienced players very much. She's also sitting at a grade that should primarily be dominated by Vanguard candidates. Nonetheless, it's fun to use Alice alongside Dusk Illusionist, Robert and Stand Triggers. It's a pretty card, too. 2/5

 


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