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Orange Gameshow Drill
 

GT Baby Saga

Reviewed 4.01.2004

Avg. Standard Rating: 4.0
Avg. TE: Rating: 2.4

 

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


Matthew Low
Orange Gameshow Drill – GT Baby Saga
Rare - #218
Non-Combat – Drill

Endurance 3. Your Allies may take over Combat if your MP is 5 power stages above or lower.

How unfair is that? This makes Aura Mastery not the only ally capable Orange Mastery. Technique to let it start off in play, or MBS to get it protected with Focusing Drill and, well, quite frankly, you can easily have your allies have a free for all every single combat.

With a Z personality, it isn’t hard to stick around 5 above. Just one or two of the nice GT energy attacks and you’ll already be in the zone, but how often will you start off at full anyway? Even as a GT MP, this helps immensely because of how many stages you have.

Think of it this way. You’ll even have combats where you can start off with your allies and not having to drain at all. I bet you don’t experience that too often. Allowing you to start off with your allies gives you a head start, which can easily make or break many situations.

This isn’t to say that it is bad to run it with Aura Mastery. I’d consider running this drill in every Orange ally deck just because of the speed it gives. Orange doesn’t have any straight to zero drainer, but does have Orange Reflex, Uppercut, and Two Palm Woo. You won’t have to worry about hitting the exact spot in stages either.

This card just gives you a lot of more options and a lot more speed. Try it out. If you have problems getting to zero or one above for your allies, you’ll realize that two, three, four, or even five is much easier.

Sure stacking them with Technique Mastery won’t help, but protect it with Focusing Drill and you will drive your opponent insane. Just remember if it does get removed, you’ll need to get to one above again.

Expanded: 4.0 out of 5.0 (allies are extremely strong, and this will only speed it up)
Focused: 4.3 out of 5.0 (Orange ally is good, and so is this card)
Sealed: 2.3 out of 5.0 (doesn’t help unless you pull allies)
 
~Surllio~ Orange Gameshow Drill
GT Rare #218
Non-Combat Drill

This is a nice card, but I've seen it be totally useless.

This card is a powerful tool in an ally deck, period. However, if the MP can't power down, this is just a pretty field decoration. Granted, most ally decks have ways of powering down to allow this card and their allies to be a total asset.

There really isn't much to say about this card other than its great. Its self explainatory in its ability to allow you access to your allies much sooner. I see this card being discarded or removed quickly, though thats why they make Orange Focusing Drill.

Focused: 4.0 of 5
Expanded: 4.5 of 5 (less powerstages, quicker access)
Sealed: 2.5 of 5 (good, but you have to pull allies you can use)
 

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