Welcome to Redakai: Down Under, everyone who has ever bought any booster pack in Redakai probably heard of this littl' crab right here...
Slab, Slab Slab SLAB SLAB!!! Nobody really likes the Crab Elementals do they? They are common, they don't heal any bars, no special abilities what-so-ever and generally a liability! So, why use Slab??? To me, they're a Wall Card. A new classification hahaha! Wall Cards are cards which host high defense in a colour similar to Trisquad Red Machine and Green Machine. When Gold Riptide comes out, I might use these fellas as a line of defense and keep my React Attack Cards for other uses. Of course, comparing these guys to Trisquads who actually have abilities, Slab gives you some room for other defenses, Red Slab giving you a free top zone, Rock Slab the middle zone and Blue Slab the bottom Zone. This allows for crazy defense in 1 colour and a minor defense in another or an utterly crazy defense against 1 colour. With Red Slab hosting 700 Red Defense in total, slap on another 400 Red Defense and you can stop Supernami, an almost impossible attack to stop! Slab's Wall-ing capabilities are definitely one to look at once Riptide, Gold Elemental Comes out! But for now, we can use them for some type of insane defense =P!
4.5/10 For All Slabs Though...
Monday, September 12, 2011
Saturday, September 10, 2011
MetaCharged
If you guys have been following the forums on Redakai.com at all, you should all have already seen this littl' picture.
Yes, it seems to be a leaked image of the upcoming set of Redakai - Metacharged. Though this seems to be the only image of any Metacharged stuff out there, we can already see that the packs changed significantly and hints on some monsters on the pack =D!
Thx Bakufanatic for tip-off though!
Yes, it seems to be a leaked image of the upcoming set of Redakai - Metacharged. Though this seems to be the only image of any Metacharged stuff out there, we can already see that the packs changed significantly and hints on some monsters on the pack =D!
Thx Bakufanatic for tip-off though!
Sunday, September 4, 2011
Minor 4
Welcome to Redakai: Down Under
Following the Big 4 in the original core set are the Minor 4. These cards whilst not directly game-changing such as the Big 4, they are extremely annoying and devastating in a more... minor way...
There are some key concepts these guys have in common...
1. They're bgame to early midgame cards (6-8) meaning unlike some of the Big 4 like Metanoid and Bruticon can be played quite quickly
2. They're abilities block/assist the key strategies behind the respective game-stage Ex. Gran-ite, Gold, stops random damaging to any character thus saving Koz (for example), Harrier assists the midgame where the 7-10 Kairu Attacks is used to play the rest of any bgame attacks remaining. Spykor, though ability is costly, chops off a valuable card that your opponent has been saving. Scarachnoz, is brilliant as well... it stops people from being greedy via Nightmare, Knight Asp Gold etc.
3. They're all Gold xD
Anyways, let's get into it...
Gran-ite Gold Elemental
Low Cost of 4 Kairu means that generally he can be played in the first turn a player gets, perfect for the Imperiaz protecting Koz/Diara/Teeny and what-not... His defense of 300 Green, 300 Red isn't too shabby and as a bgame card - doesn't heal any of the three bars (Like you need to anyways). His ability reads "may redirect" so of course, it's your choice, maybe you don't want Koz to be protected anymore yadda yadda yadda. His ability is pure gold - "Redirection of attacks" and definitely assist a bgame strategy of the Imperiaz (Keeping Koz out of Fire).
Harrier, Gold Animal
With a total Kairu of 6, You get get Harrier out generally on your 4th Turn, and Harrier doesn't disappoint. Harrier has a devastating ability of allowing a player to play 2 attack cards where the 2nd one is free. Once again the wording is "may" and is optional. Often problem is sometimes you may not have too many attacks in your hand after Harrier stays in for a couple of turns. Harrier hosts a total of 800 Defense - 400 Blue, 400 Red and isn't too shabby after being stacked on others. As a midgame card, Harrier enhances the severity of blows by adding a second minor blow to the finish the job.
Spykor, Gold Machine
A cheap cost of 4 Kairu, an expensive ability costing 8 Kairu. Meaning that though he can be played during the bgame, isn't really useful until late-midgame period. Of course, you can make this faster via Infinita, Reflected Glories, etc. His ability is utterly devastating when played correctly allowing a player to look at their opponent's entire hand - (See any incoming attacks/monsters etc), Pick a card and discard it! Wow... frankly, despite its large cost can destroy strategies temporarily and even then destroy them again when they get their second copy. As the midgame closes into the endgame, Spykor really shines as he takes down his opponent's hard-saved Supernami or Bruticon etc. and sends it to the discard pile with little effort. A total of 800 Green defense however, makes him vulnerable to Red and Blue attacks, on the bright side, he's better against Shadow Punch than any of the Big 4 or Minor 4.
Scarachnoz, Gold Animal
Low Kairu of 4, again means its playable in the early game. The only one of the Minor 4 that actually heals a bar (Middle Bar) and holds 600 Defense - 300 Green, 300 Red. People normally groan if they get Scarachnoz as they initially think he is useless (Comparing Gold Rare Scarachnoz to others like Shadow Punch and Metanoid)... But later finds he isn't so bad after-all. Already playable from Turn 1 and healing a middle bar is already a pretty good end-game card but his ability to stop opponents from drawing more and more cards through their character abilities, cheap attacks like Nightmare etc. limits your opponent's options from doing pretty much anything and keeps the game going in a nice steady pace instead of leaning towards your opponent.
So I hope you liked this brief presentation on the Minor 4!
Following the Big 4 in the original core set are the Minor 4. These cards whilst not directly game-changing such as the Big 4, they are extremely annoying and devastating in a more... minor way...
There are some key concepts these guys have in common...
1. They're bgame to early midgame cards (6-8) meaning unlike some of the Big 4 like Metanoid and Bruticon can be played quite quickly
2. They're abilities block/assist the key strategies behind the respective game-stage Ex. Gran-ite, Gold, stops random damaging to any character thus saving Koz (for example), Harrier assists the midgame where the 7-10 Kairu Attacks is used to play the rest of any bgame attacks remaining. Spykor, though ability is costly, chops off a valuable card that your opponent has been saving. Scarachnoz, is brilliant as well... it stops people from being greedy via Nightmare, Knight Asp Gold etc.
3. They're all Gold xD
Anyways, let's get into it...
Gran-ite Gold Elemental
Low Cost of 4 Kairu means that generally he can be played in the first turn a player gets, perfect for the Imperiaz protecting Koz/Diara/Teeny and what-not... His defense of 300 Green, 300 Red isn't too shabby and as a bgame card - doesn't heal any of the three bars (Like you need to anyways). His ability reads "may redirect" so of course, it's your choice, maybe you don't want Koz to be protected anymore yadda yadda yadda. His ability is pure gold - "Redirection of attacks" and definitely assist a bgame strategy of the Imperiaz (Keeping Koz out of Fire).
Harrier, Gold Animal
With a total Kairu of 6, You get get Harrier out generally on your 4th Turn, and Harrier doesn't disappoint. Harrier has a devastating ability of allowing a player to play 2 attack cards where the 2nd one is free. Once again the wording is "may" and is optional. Often problem is sometimes you may not have too many attacks in your hand after Harrier stays in for a couple of turns. Harrier hosts a total of 800 Defense - 400 Blue, 400 Red and isn't too shabby after being stacked on others. As a midgame card, Harrier enhances the severity of blows by adding a second minor blow to the finish the job.
Spykor, Gold Machine
A cheap cost of 4 Kairu, an expensive ability costing 8 Kairu. Meaning that though he can be played during the bgame, isn't really useful until late-midgame period. Of course, you can make this faster via Infinita, Reflected Glories, etc. His ability is utterly devastating when played correctly allowing a player to look at their opponent's entire hand - (See any incoming attacks/monsters etc), Pick a card and discard it! Wow... frankly, despite its large cost can destroy strategies temporarily and even then destroy them again when they get their second copy. As the midgame closes into the endgame, Spykor really shines as he takes down his opponent's hard-saved Supernami or Bruticon etc. and sends it to the discard pile with little effort. A total of 800 Green defense however, makes him vulnerable to Red and Blue attacks, on the bright side, he's better against Shadow Punch than any of the Big 4 or Minor 4.
Scarachnoz, Gold Animal
Low Kairu of 4, again means its playable in the early game. The only one of the Minor 4 that actually heals a bar (Middle Bar) and holds 600 Defense - 300 Green, 300 Red. People normally groan if they get Scarachnoz as they initially think he is useless (Comparing Gold Rare Scarachnoz to others like Shadow Punch and Metanoid)... But later finds he isn't so bad after-all. Already playable from Turn 1 and healing a middle bar is already a pretty good end-game card but his ability to stop opponents from drawing more and more cards through their character abilities, cheap attacks like Nightmare etc. limits your opponent's options from doing pretty much anything and keeps the game going in a nice steady pace instead of leaning towards your opponent.
So I hope you liked this brief presentation on the Minor 4!
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