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Pojo's NeoPets Card of the Day
 

space faerie
Image from Wizards Neopets site

  Space Faerie

Dr. Sloth


Date Reviewed: 7.15.04


Average Rating: 2.35


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

mike2003
ekim
Space Faerie
Hero | Faerie | Air
Strength 7 | Agility 15 | Magic 19 | Intelligence 14 "To play this, tap one of your Air Neopets.
If your opponent starts a contest in an arena where you have at least one Air Neopet, if this card is in your hand, you may put it into that arena. If you do, it joins the contest and you choose one of your Air Neopets in that arena. It doesn't untap on your next turn."
-Holofoil

Advantage F/H: This is the epitamy of field advantage for nothing, essentially. In a well constructed Air deck, using 3 of these, you can have the effect go off over and over. Against one of your opponent's titans, where they think they'll win the contest no hands down, you can bring this bad girl out, and show your opponent a thing or two. Unfortunately, she doesn't get a perfect score, mainly because one of the Neopets in that arena will not untap during your next turn. I'm not entirely sure if she'll be discarded at the end of your opponent's turn, or if she'll be discarded at the end of your turn. If it is the latter, she deserves an incredibly high rating. Since I think it is the former...

8/10

Best Draw for the Situation: When you're facing an incredible force on your opponent's side of the field, and you don't want them to get any more banks, you want this card. It will definitely save your butt, considering they have a strong force in Magic, or possibly Intelligence/Agility. Any other time, she's just a pretty weak Hero that costs a tap.

6.5/10

Attributes/Effect: It's attributes aren't incredibly great if you play it regularly. That 19 can be surpassed by quite a bit, and the rest are surpassed by a lot (especially the strength). However, it becomes a HUGE item if you use its secondary effect, being able to be placed in an arena that's hard to defend. It's minimum boost will be 7, and its max is 19.
Quite a good effect, if you ask me.

7.5/10

Dependability: The great thing about Neopets is that nothing is completely and utterly dependable, really. Think about using this in Magic during your opponent's turn, and having them roll a 6. Unfortunately, you just lost that contest, and wasted a Hero. Still, she's a great defence, and to me is quite dependable.

7/10

A BAD Score: 29/40 - 7.25/10
 
Deke Space Faerie

Hero | Faerie | Air
Strength 7 | Agility 15 | Magic 19 | Intelligence 14

To play this, tap one of your Air Neopets. When your opponent starts a contest in an arena where you have at least one Air Neopet, if this card is in your hand, you may put it into that arena. If you do, it joins the contest and you choose one of your Air Neopets in that arena. It doesn't untap on your next turn.

15/100 RoDS HoloFoil

Personally, I'm not a big fan of Heroes unless it's a deck made to keep heroes in play. The fact is, you waste a card slot in your deck just to have the opportunity to tap a pet to take a chance to get another draw, bank, or defensive win. In the end, if you use a hero to draw a card, you don't get ahead at all as you had to draw the hero in the first place. If you use it to bank, it's as risky as using an item for the contest, and for defense, the same.

That being said, this hero isn't too bad. At least this one will stay out until the end of your turn, so you get to use her once for defense and once for offense. She has decent stats everywhere except strength (which is where I usually have my Battle Eyries). Of course, the Air type is one of the lesser played types currently, but it's gaining strength.

By the way, if the Air Neopet you choose is untapped already (rocket boots or other), you do not have to tap it, and you can still use it next turn.

Ratings:

The fact that it's an extended use hero brings the score up a bit, but it's still too risky and not all that versatile. 2.7 of 5
 

 

   

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