Zeroth Dragon of Death Garden, Zoa
Ratings are based on a 1 to 5 scale.
1 is bad. 3 is average. 5 is great.
I must admit, first impressions of this card weren’t…good. I still think that this is one of the less useful Zeroth Dragons, but I don’t think it’s THAT terrible. What’s really letting it down is redundancy. Zeroth Dragons are at their deadliest on 5 damage, and at that time, EVERYTHING must be blocked or else you die, so the instant-win condition becomes redundant.
But for the sake of argument let’s assume the opponent is at 4. The unit receiving the Quintet Nine effect needs to PG that column or throw out 90k guard. It’s going to get PG’d more often than not because of sheer numbers and fair enough, that’s now one less PG they cannot spend on Zoa. Keep in mind Generation Guard exists to make things easier. To apply the same sort of pressure to all the columns Zoa would have to check at least one Critical Trigger, putting all effects to the normal column. That’s a bit of a a gamble.
Like Drachma, this is an opportunist card: you need the opponent to be on a small hand and you’ll have needed to pay attention to the Drive Checks so that you can plan ahead. By the same token, staring a Zoo deck down means you need to plan for this, so save your Perfect Guards and G Guards.
Best used in: Ahsha, since Velhemina got released and she’s good at keeping the opponent floating on 4 damage, Bigbelly with its columns and multi-attacking to shave hand. If you must use it in Megacolony, Gredora’s not bad at numbers herself, but honestly, your other options would work perfectly well and make Zoa largely unneeded.
Were Zoa for any other Nation it would be terrible. As it is, it works, but you need to pay attention and watch the opponent shave away Perfect Guards before dropping this.
What’s up, Rogue Squad?! Wrapping up our new Zoo week is our newest Zeroth Dragon, Zoa. Before I actually start dissecting this card, I’d like to go on the record and state that all six of the Zeroth Dragons are each very good cards in different ways, shapes and forms, however, with that being said, in my personal opinion, Zoa is arguably the weakest of all six of the Zeroth Dragons. Does that make it a bad card? Absolutely not. The problem with Zoa is that its main niche, the whole 99,999 power, immunity and kill-on-hit skill, is blockable by a simple perfect guard. While the point can be said to a majority, if not all six, of the Zeroth Dragons, it’s just an even bigger emphasis for Zoa, though Zoa is meant to be played much like Drachma, in which it’s an opportunistic card where you’ve analyzed your opponent’s hand and drive checks and have done al you can to push out the probability of them having a Perfect Guard or the needed 90k shield to survive. Each of the three Zoo clans; Neo Nectar, Megacolony & Great Nature, can all utilize Zoa differently, though I’d have to say that Great Nature have some of the funnest combos they can do with their Success keyword as they’ll already be set for Success that turn (no pun intended), and combining it with something like Talented Rhinos, which is a Silent Tom when Successul, at Q9 makes guarding even more hellacious for your opponent. Megacolony uses Zoa as a finisher when they’ve drained out the opponent’s hand, especially when they had to use their would be rear-guards they’d be calling for guarding instead. Neo Nectar uses it for aggro tactics especially with Velhemina threatening the opponent with constant critical attacks. Zoa is a decent card, especially for the three Zoos, but it still lacks a bit more oomph in my opinion.
Artwork: 4.5/5 (One of the best Zeroth Dragon artworks)
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