Tag Archives: MegaMan TCG

Megaman TCG NetNavi profile – Elecman

Now this is more like it. None of that fancy “control” or “defence” business. Elecman is an all out, do-or-die, Fire Everything!! kind of NetNavi. Well, he is when I play him…

Blast!To start off, let’s look at the NetNavi card itself. With a pitiful 1 strength and no defence whatsoever, he’s certainly got to have one heck of an upside to compensate. In fact he has 2 upsides. The first is that his blast value is 1, meaning he can blast every single turn of the game (and as we’ll see, he can even blast multiple times per turn). The second upside is his powerful Navi ability where he can power up twice every time he plays a BattleChip. So at the end of turn 1 it wouldn’t be a surprise to have 3 power, at the end of turn 2 he’ll be maxed out at 5 ready to drop the biggest attacks in the game on turn 3! Against a deck with limitted control options this alone can be devestating. Only problem is, all those 5 power BattleChips? They’re super-rare and ultra-rare; you’re unlikely to have one of each of these in your entire collection, let alone enough for a full playset in a deck.

Blast some more!So let’s go ahead and assume that you don’t have 4 each of a number of SR/UR BattleChips available. What can you do to make Elecman viable? Well, similar to Roll, you can take advantage of a couple of cards to really knock it out of the park. First up, you’re going to want to blast, a lot. Now there are a good range of yellow cards that can let you take full advantage of Elecman’s 1 Blast in blasting multiple times per turn. The best of these is undoubtedly Double Zap, Elecman’s navi specific common yellow resource, but the others (each with a different additional requirement) are easily worth including too. These are all common cards so it’s unlikely to be a problem to run 4 each of as many different blast resources as you want. With these and a good selection of BattleChips you’ll be playing chips, powering up, and blasting for strong attacks on most turns of the game. Even better, all of these have a high destiny value, so every blast you perform will lead to a pretty solid 3-5 boost to your attack.

That's a BIG hammer!“So what?” you might think “This doesn’t sound all that strong”. You’d be right to think that, but there is one card we can throw in the mix to really up the ante. I’m talking about BigHammer3. Look at that beast! +4 damage for every time you blast in a turn, if you blast 3 times (which isn’t unreasonable at all for Elecman) after playing this chip that’s +12 damage in a single turn! A power cost of 3 is nothing for Elecman and with a nice hefty 5 destiny you’d also be happy to see this card flip up in your power gauge when blasting. The only downside? It needs a red resource in order to play. Elecman is typically meant to be played as yellow/green but this card alone gives a strong reason to consider changing things up and playing yellow/red instead. A number of red cards give extra ways to further boost your blast destiny in a turn, though they do tend to come with lower destiny values themselves. Still, it’s absolutely worth it to try and pull off some truly devestating attacks with BigHammer3.

Intense!Now this is pretty weak agaisnt a control type deck (which I’ll look at and write about in the future) where BattleChips get cancelled, blasts get neutralised, and attack power is reduced. However with a high average destiny Elecman deck, there is a reliable strong counter available in yellow, Intense Power. With a solid 5 destiny and a relatively cheap resource cost (especially for Elecman) this is an event that can safeguard you against the biggest threats your opponent can play. Have a look at it. That’s right, you simply reveal the cards in your power gauge and if the total is 12 or higher you can search your opponent’s deck (which alone is great to see what they have) and cherry pick any 4 cards from it to be removed. Now an Elecman deck is going to really favour the higher destiyn cards anyway and it wouldn’t be unusual to have an average destiny of greater than 3. This means that if you have 4 cards in your power gauge, this card is guaranteed to work every time! So those big heavy hits they are building up to? Gone! The big counters to your all-out blast strategy? Gone! Now this card is rare, so it’s going to be harder to get a full set of 4 of these in a deck, but it is absolutely worth including as many as you can regardless.

Hopefully this gives a good idea of an alternative Elecman strategy. Maybe I’ll talk about how he is designed to be played in the future, but next time I think I’ll go into more detail on a control strategy.

Roll with it

Megaman TCG NetNavi profile – Roll

You know what this blog needs? More articles on a TCG that no-one plays and that died way back in 2005! Thus I’m going to write about one of the NetNavis that I used to play for the Megaman Trading Card Game and a possible deck strategy. Today it’s everyone’s favourite pink navi, the often times damsel in distress and occasional badass, Roll.

For those unfamiliar of the game, I’ll give a brief overview here and cover more as I go along. Check out my previous Megaman TCG post for a bit more info and follow this link for the official rules.

Roll with itPlayers of the Megaman TCG each have a deck of 60 cards, 1 of which is a NetNavi (basically a character card) with the other 59 being Resources, Events, and BattleChips that are used to attack the opponent. Each NetNavi has 3 base statistics which are shown on left of the card. In order from top to bottom these are Strength (S), Defence (S) and Blast (B); so Roll there has Strength 1, Defence 2, and Blast 2. Some NetNavi’s also have special abilities highlighted in a small text box at the base of the card; with Roll gaining +2 Defence whenever she uses a BattleChip.

Players take turns playing various cards against each other to increase their Strength and Defence in order to attempt to deal damage. If an attacking players Strength is higher than a defending players Defence then the defender will take damage equal to the difference in Strength and Defence (so Strength 5 attacking Defence 3 would result in 2 damage dealt). Damage is dealt by forcing a player to discard cards from the top of their deck; referred to in the game as losing energy. When a player’s deck is empty, they are out of energy and lose the game.

Just looking at her NetNavi card, it looks like Roll is built for all-out defence; as if players are meant to weather the storm and outlast their opponent. Indeed, many of Roll’s Navi specific cards are focused around manipulating her power gauge in order to time and maximise your blasts. Upping defence to keep Roll going and waiting for the opportunity to make some big hits. The deck strategy I went with however shows a way you can turn the tables and make Roll into a stomping powerhouse of pain.

Now don’t get me wrong, you still want to be pushing up Roll’s Defence, so it is well worth having a good pile of BattleChips that focus on increasing her Defence stat. Chips such as TimeBomb and RockCube are a good place to start or even Roll’s Navi specific BattleChip, Bubbler. These chips add 5, 2, and 4 to Roll’s Defence respectively with RockCubs also allowing you to play another chip in the same turn; with Roll’s Navi ability these are pumped to a healthy 7, 4, and 6.

Time to turn up the heatSo what have we got so far? A ton of BattleChips that increase Roll’s Defence in a moderately controlling deck. Is this good? Well it is when we add the resource Fiery NetNavi to the mix. This card is the star of the show for this deck. Just give it a read and you will see what’s going on.

Read it? Yep. That’s right, this resource can be used to add Roll’s super-pumped Defence stat directly to her Strength stat. This can be absolutely devastating for the opponent. Even though Roll’s main trick is meant to be sitting back and biding her time, occasionally getting some moderate hits in, this card changes that entirely. Now you can use Defence boosting chips in moderation, stocking up the bigger ones for the turn where you really want to lay on the pain.

Bring on the pain trainThe only downside is that players can see this move coming; Fiery NetNavi is a resource card, so it has to already be sitting in play before you can use (spend) it. There are a few options in the game that allow players to either mess around with or flat out destroy their opponents resources and these can really block off this strategy. On the plus side there is a second card that effectively allows us to pump Roll’s Strength with her Defence, Shrimpy2. This card allows us to add Roll’s Defence value to her Blast Destiny which is effectively the same as adding it to her Strength with a small additional requirement (that also enhances her Strength further!). Better still, Shrimpy2 is a Virus type resource which means that as soon as it is played, we can search our deck for as many copies of it as we like and put those into play too. So all of a sudden we can add Roll’s Defence to her Strength multiple times in a single turn!

Overall I found this deck style to be pretty fun to play, it has some good options that allow a player to sit back and play a defensive controlling style game that suddenly swings in for massive damage and punishes the opponent for exposing any weakness. Roll’s Navi specific cards are all blue or yellow coloured, but personally I would trade out all of her yellow cards and run blue/red Roll every time. Lots of blue cards offer powerful control abilities, giving extra flexibility in your defence, whilst red cards give a lot of ways to further enhance damage when you she gets aggressive. Definitely a good fit here.

Finally, the best part of this deck? The 2 “killer” cards it relies on.. they’re both common cards. As a result it’s possible to make a very competitive Roll deck with even a small collection of cards.

Still this wasn’t my favourite deck style or NetNavi, I was always determined to make an ElecMan deck that could win a game…

Dead TCG – Megaman NT Warrior

Today, I’m going to write about the Megaman NT Warrior trading card game. This is one game that I keep coming back to again and again; for some reason it really clicked with me. This makes it a bit of a pity that it’s been out of print since 2005, card rarity decisions make it unlikely I’ll ever have a complete collection, and it’s impossible to find other players…

The main man, the blue bomber, it's MegaMan.The game itself simulates a back-and-forth battle between two opposing NetNavis (effectively AIs) in “cyberspace”. Players alternate taking turns as attacker and defender, playing resources, which fuel events and battlechips in order to try to fully deplete their opponents energy. Sounds similar to that other TCG you’ve played? Well there are a few big differences that make the Megaman TCG stand alone.

First and foremost, energy for a player is their deck. Once their deck runs dry (for any reason!), they lose. This means you are constantly on the clock, watching your energy deplete as your opponent attacks, as you draw cards, as you power up. A constant drip, drip, drip of energy depletion keeps you thinking “Can I afford to do this action? Can I take this risk?”.

Second up are the resources. These are coloured cards (red, blue, green, or yellow) that are put into play and are required in order to play other cards. For example a Laserblast BattleChip requires a player to have 2 red resources in play in order to play it. Now these Resource cards aren’t just your MtG basic land equivalents. Each of them will have a unique ability that it can be spent to achieve. So a player can decide to take one of their resources, activate the effect written on it, and then discard it. Resources can only be spent after having been played, so the opponent will be able to see it coming. So more choice, more strategy, more risk. “I can see he has 2 red resources, that would let him play a powerful attack next turn. Should I prepare to defend it? Can I force him to spend a resource this turn instead? Does he even have that attack card?”.

Third, the “power gauge”. Resource cards are not the only requirement needed to play other cards, there is also a players power gauge. This gauge starts off empty for each player and is powered up at the start of each of their turns. To power up a player takes the top card of their deck and places it face down in their power gauge. So turn-by-turn your power is building up and you are becoming able to use your more powerful cards. But! Many cards also have a cost in power that you need to spend in order to activate them, your opponent could play cards to burn your power, or you may want to…

Blast! Once per turn a player can perform a blast. To do this they reveal a numebr of cards in their power gauge equal to their blast value and pick the destiny value from one of them to add to their strength for this turn only. “Do I burn power now to go all out on an attack? Maybe I should hold back and hope to draw that big card.”

Even while writing all that, there is a lot I haven’t touched on in detail (Blast values, destiny, BattleChips, turn order, etc. etc.). There is a surprising amount going on in this game and it should definitely appeal to TCG veterans who want to try something a little different. Yet despite that, the game is very intuitive and remarkably easy to just pick up and play! If it wasn’t completely dead, I’d recommend it to everyone.