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Nightmare Doll, Chelsea

- #BT12/019EN (RR)

Date Reviewed: Mar. 5, 2014

text: See Below

Rating:  2.00

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

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Go Rogue,
Go Pro

What's up, you guys?! It's the mid-week of our Set 12 Babes Week, and today, we have a doll of a babe...literally...

Nightmare Doll, Chelsea
Power: 10000
Grade 3
Clan: Pale Moon
Race: Workeroid
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose a card named "Nightmare Doll, Chelsea" from your hand, and discard it] At the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, choose up to two «Pale Moon» from your soul, and call them to separate (RC).
[AUTO](VC):When this unit is boosted by a «Pale Moon», this unit gets [Power]+3000 until end of that battle.

...I like to call this the watered down Dudley Emperor of Pale Moon, and for good reason. Chelsea has a underwhelming 10,000 Power with an effect where if she's boosted for her attack, then she gains an extra 3,000 Power. This would be nice as it can potentially be at 21,000 Power, but there's a problem with that already: not many people like using the Pale Moon's 8,000 booster in Dark Metal Bicorn seeing how either you're a Silver Thorn player or your Grade 1's are already being used up by Bunnies, Trapezists, Sentinels and either Glenn or Fire/Skull Juggler. What bugs me the most is her Limit Break though where she can call 2 Pale Moon units by Counterblasting 2 and Persona Blasting, which is a hefty cost in itself, to call 2 Pale Moon units from the Soul to the rear-guard...AFTER your Drive Checks! Really?! This makes it so that the new units don't have a chance to get the point boosts that Dudley Emperor would've been able to give after his Limit Break. This is horrible timing as, to make matters worse, if your opponent does get a Trigger during his/her Damage Check, then doing the Limit Break would be pointless...which is probably the best way to describe this card in general.

If you're building a budget deck, then go on ahead, but don't try using this competitively as Alice is still the queen of the dolls.

Rating: 1.5/5
Art: 2/5 (Dolls creep me out...)
Next Time: What do rings have to do with hypnotists?

Go Rogue...Go Pro!
...and DON'T be a Sackboy!!!


Nightmare Doll, Chelsea


Next up for the week is Nightmare Doll, Chelsea. When she attacks, at the close step of the battle, you can CB2 and Persona Blast to call 2 Pale Moons from the soul to RG circles. Oh, and she gains 3k on attack. So yeah, fragile 21k column former with an 8k+ booster. Standard.


But what you want her for is for the skill. Now, it doesn't actually say OPEN rear-guard circles, so you could actually call the two units over existing ones. You now have an entire new column ready to attack. That's pretty much the average scenario given that if you successfully use this thing for an actual +1 (you Persona Blast for a -1 and get 2 back), then it means your field was pretty screwed and you lost pressure.


So it's sort of like Maiden of Trailing Rose for Neo Nectar, except delayed, and doesn't have to hit. Honestly though, I still prefer Maiden. Largely because the optimal play for an average deck is not to guard the Vanguard Mid Game, which Maiden sort of gives the middle finger to. Mid Game, Chelsea won't be live, and thus not dangerous. Once the field is full for Late Game, all she'll achieve in the average scenario is a +0 wash from the extra attack.


I really don't think BT12 was kind to Pale Moon. Sorry.




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