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Carnivorous Megatrick, Prana
- #G-BT08/008

Reviewed: Oct. 5, 2016

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down. Magia-[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up & Choose a card from your hand, and put it into your soul] Choose up to the same number of cards with the magia ability from your soul as the number of face up cards in your G zone, and call them to separate (RC). At the end of that turn, if the number of face up cards named "Carnivorous Megatrick, Prana" in your G zone is one or less, put the units called with this effect into your soul, if the number is two or more, choose any number of units called with this effect, and put them into your soul.

Rating: 2.75 / 5.00 

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Carnivorous Megatrick, Prana
...Um, sure. Prana's...okay? Her ACT skill is once per turn and requires Counterblast one, flipping a G Zone card face-up and moving a card in the hand into the soul. Then for every face-up G Unit in the G Zone with Magia you have, you can call a unit from the soul with Magia. When the turn ends, every card called with the skill goes back to the soul if the number of face-up Pranas in the G Zone is 1 or less. Any more, and you get to choose how many go back to soul and how many stay out.
...I don't like it. The problem here is sheer redundancy. Harri's Stride skill already can bring out a handy Peryton/Paratrooper who then calls another, then Cat Knight calls himself then one other unit, possibly another Peryton or Paratrooper...you get the idea. What sucks even more is that this unit's skill is restricted only to Magia units, so really, this cannot be splashed into anything other than Harri and even then, this is purely for the occasions you must ride your backup Grade 3 instead. Or if you need to sacrifice cards for the occasional Phantom Blaster Diablo play. Any other time you'd want to send everything back to soul where they cannot be sniped.
P.S It was ruled that when your turn ends, you can send Prana to the G Zone before resolving the rest of her skill, so on the first Stride, you can get the option of keeping cards as long as your first flip was another Prana.
An awkward counter to Diablo was not what they needed. Use at 2 at the very most because all you want is the fail-con play. 

Winston Fairwinds
[Carnivorous Megatrick, Prana]

This card is a bit redundant as far as Pale Moon strides go, except for some choice situations. Since you have to put a card from the hand into the Soul for Prana's cost, you get a chance to put Cutie Paratrooper in there if you didn't ride it on turn one. (And we all know how important she is in Harri.dek. I wholeheartedly believe this unit exists only so Harri.dek can leave units on board against Megacolony opponents. You want to keep units on board so the opponent thinks twice about using Lawless Mutant Deity. It's much better to have to recall units over the ones Grade 4 Dankface stunned rather than not being able to call anything at all. Pale moon has no restanding Vanguard or Glory clone to pick up the slack, so you need the option to call things.

I will say Prana's lack of splashability is a bit off-putting; she only calls Magia units. But Silver Thorns and Nightmare Dolls will be fine without Prana anyway.
Prana, like Gouach from yesterday, exists for more options and utility rather than power plays. Grab about 3 Prana though, since she's still a Magia stride that'll help out Mephisto. 



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