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  AreaSteal

Power Up!

1 C 9

Date Reviewed: 10.07.04

Constructed Average Rating: 3.3
Limited Average Rating: 3.3

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


Scott
Gerhardt
* Game Store owner in CA, ShuffleAndCut

Multiple M:TG Pro Tour Appearances

AreaSteal

Goes in the BattleChip deck due to it's ability to play multiple chips in a turn. It's not that solid, but something like an Elecman, where powering up is not problem, can utilize this quite well for an added bonus. Very specialized, but definitely not without it's uses.

Rating: 3.5 

tcorbett AreaSteal

Rating: 3/5. In most decks, I'm not too fond of AreaSteal.
Don't get me wrong. +2 Strength and letting you play another BattleChip is a good thing. It's the burning a Power that I don't like. And yet, I do run it in any deck that has space for it because it's a 4 Destiny and it's good to use in a jam, i.e. no Resources to play your better Chips or when you need an extra
2 Strength to finish off your opponent.

Now having said that, there's 3 NetNavis which LOVE AreaSteal:
GutsMan, MagicMan, and ElecMan. With GutsMan, it's really +3 Strength so it's worth actually using it. With MagicMan, something I see a lot is AreaSteal, Blasting with 1 Power since you played a BattleChip, and playing a better Chip like Invisible. Because of his ability, the more BattleChips, the better. With ElecMan, AreaSteal is more than a staple. It's awesome! A starting hand with an no requirement Yellow Resource, a Boomber2, and 3 AreaSteals puts you straight to full Power AND you're already at 11 Strength without Blasting, which of course you'll do).
 
CyberToast AreaSteal

Battlechips like AreaSteal are not game breaking cards, but in many decks they are staples. Small chips like this are great in decks that utilize NetNavi special abilities like Gutsman, Elecman, etc. Whats great about AreaSteal is that it is practically free, this gives any Navi with an ability activated by a chip a way to easily take advantage of their ability reliably. It’s high destiny and lack of requirements give it a lot of versatility in many decks. Decks that don’t Use Navi’s with abilities won’t find this card quite as useful because of the fact that you have to burn a power to use it, but it is still a decent choice due to its high blast destiny.

Rating: 3.5
 

 

 

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