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Tick-away Dragon

- #PR/0254EN

Reviewed: Sept. 26, 2016

[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):When your other unit is placed on (RC) due to the effect of your time leap ability, choose up to one card from your drop zone, and put it on the bottom of your deck.

Rating:  2.50

Ratings are based on a 1 to 5 scale.
1 - Horrible  3 - Average.  5 - Awesome

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Tick-away Dragon
We only have this week before we get started on the juicy set of Generation Break money-traps that is  G Booster 8, so let's take this moment to resort to this moment of desperation and review some promos! Tick-away Dragon's skill activates every time you perform a call via Time Leap, sending a card in your drop zone to the bottom of the deck.
This would only have any real application with the combo of raining death that is Melem with History Maker and/or Phoenix. Otherwise this doesn't seem like worth the effort, and it would force you to run it over things such as Timebreak Dragon because I'm assuming you won't lose PGs, Steam Breath or Melem for it.
As much as shuffling triggers and other dead shit goes, it's nice, but not statistically game-changing enough to warrant running over more relevant cards. Miss this off.

Winston Fairwinds

[Tick-away Dragon]

What is Legion, anyway? While Tick-away is on the field, every time you call something via Time Leap, you put a card (normal unit or trigger) from your drop into the deck.

If you damage checked then healed key combo pieces (Melem, Ur-Watar, etc.), you can get them back without having to wait till you can G-Guard with Uluru. If you really think your games are gonna last enough you need Tick-away's recycle ability, shove 1 or 2 into your deck. But usually Gears are proactive enough to end the game before you really need to worry about decking out, especially with Uluru already recycling for you. 



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