Welcome to our Tuesday edition
of the Card of the Day at Pojo.com! Today we
continue our trend of looking at cards that may be
seen as "sleeper" cards or cards that have hidden
potential. Today we take a look at a card that I'm
surprised hasn't really seen play or has caught on
in our current dueling environment and after this
review, it just may. Let's get started with
Overcharge!
Name: Overcharge
Civilization: Fire
Type: Spell
Race: N/A
Level: 4
Power: N/A
Flavor Text: “My creatures began crackling
with energy, and I knew the battle was won." -Master
Hawkins
Rarity: Uncommon
Set Number: 122/165 l 4EVO
Abilities:
Each of your creatures gets +1000 power until the
end of the turn. While attacking, those creatures
can attack untapped creatures this turn.
Overcharge is a four cost spell
that allows your creatures to attack your opponent's
creatures as if they were tapped and also gives them
1000 extra power. In case you didn't read that
right... it gives this ability to all of your
creatures!
If you've ever wanted to deal
with those pesky fire birds, this could be just the
way to do it! Odds are that your opponent isn't
going to be attacking with them and all of them are
2000 power or less. That means that even your
low-cost creatures can take them down now with the
extra power that Overcharge provides you!
This card can be perfect in one
of those games where your opponent has Andromeda out
and you can't deal with it. You can even have your
own Andromeda attack theirs and now yours will
survive! I think some of the coolest combos can
happen by playing this card. For example, if you
play a lot of Skirmishers and then play this card,
they get free reign to kill off all of your
opponents weaker creatures as if you played a
Stormspark Blast... did I mention that this costs
two mana less? My favorite though has to do with
playing this when you have Herald of Infernus or
Tatsurion the Unchained in the battle zone, as it
gives them more range at what they can attack and
increases the likelihood that their effects will
successfully go off!
As a side note, this card can
also protect your creatures as well. If you play
this card and you only had one creature that you
wanted to take down in the battle zone, you can go
ahead and swing in at your opponent's shields and
feel a little more at ease if you were concerned
about cards like Barrage or in some cases Rock Bite
or Tornado Flame; the 1000 power boost stays with
your creatures until the end of the turn after all!
Ratings:
Constructed: 4.00/5.00
(This card has a great deal of potential that not
alot of people have tapped into just yet. This card
will change games if you play it; you heard it here
first!)
Limited: 3.50/5.00
(There are a decent amount of skirmishers and of
course Tatsurion the Unchained himself; it can be
used both strategically and aggressively, use it
wisely.)
Remember to let people know
that Mark Woodin AKA Raijinku pointed you in the
direction of this tip, I'd like to be known as a
pioneer of the Kaijudo realm someday! Make sure to
stop back again tomorrow when we continue to discuss
and review some more potential "sleeper" cards and
prepare you for the upcoming KMCs! Until next time
my fellow Kaijudo Duel Masters, keep calm and game
on!