06/11/03 – Wednesday
Orange Junction Energy Blast – Trunks Saga
Rare - #139
Power: Energy attack. This attack does +1 life
card of damage for each ally that you have in play.
I love this card too. ^_^ The foil pattern
from Trunks Saga looks so cool! I mean… take the card, put in under
some light, and move it back and forward…the energy blast sparkles
like none other.
Funny thing is my favorite foil card (OJEB)
and favorite game play card (ZWG) both fit in the same deck. Orange
Junction Energy Blast isn’t shabby either.
Orange Junction Energy Blast is generally a
normal energy attack with a big bonus. It isn’t really anything you
should jump up for joy about unless you want to punish your opponent
when you have 7 or so allies out. Making this attack doing more than
10 life makes me know that I’d rather run this than Team Work
Kamehameha. This attack really only is a big attack. Nothing really
else. No big secondary effects or if successful effects. Just a big
attack. If it hits, it hurts too.
This can be taken advantage of with the Ginyu
Force personality, Orange Style TW, Mastery from TS or CS, and West
City… can you say 14 life cards, please and thank you, without any
other allies out? Even without West City it is a big 10 life card
energy at the beginning of the game. There aren’t many that can do
that on the first turn.
If you don’t run a ton of allies, this card
doesn’t work. Orange has some pretty big energy attacks, most doing
5 or 6, some 7. Thus, you’d need at least 3 allies out to make this
card worthwhile. I’d run this only in Ginyu Force decks (this card
is pretty much made for them) and ally decks. Try it out and see. It
might just be a stumbling block being a big energy attack, or can
help deliver the finishing blow. It works in only specific decks,
but nevertheless, is still a nice card to have around.
Standard: 3.2 out of 5.0 (pretty much a big
attack, needs a lot of allies to be of much use. Tech cards with
nice effects are favored over giant attacks.)
Tuff Enuff: 4.0 out 5.0 (ally is stronger, and
with the major potential to overkill (since allies generally don’t
overkill), this card can prove to be a winner by far)
Sealed: 1.2 out of 5.0 (this will probably
only do 4 or 5 life cards with the lack of allies to get during a