However I will talk about a new Danger World card that, in my opinion, should be main at 2 or more depending on your build.
Ah dragons. The things that haunt my nightmares and happen to be my mortal enemies. |
1. This card HURTS you...and it's FANTASTIC.
Generally, it is considered a bad idea to hurt yourself, real life and in card games. In the case of Danger World, hurting yourself will actually help you.
A big reason why is because of this card:
It's really painful when you have a hand full of these |
Danger World players want to have more cards in the hand, because as far as I am aware of, they do not have much of a advantage engine. You know it, I know it, and the opponent knows it. That is why they will stall a Danger World player at 6 Life, to stop Survival Chance and other abilities that triggered at low life from going live.
Battle Crushing basically solves the problem. No longer can your opponent can stall you out. They now have to be weary of you playing Battle Crush so you can activate the ability. This means that if the opponent does not want certain abilities (that are triggered
Great, let activate our Draw 2 cards! Well...maybe not due to...
2. The card has a slightly high Cast Cost.
Now don't get the wrong idea. The two life cost is in my opinion really good. As I said earlier, this hurts us so we can start putting Aces in the Item's soul and start using Survival Chance.
The main issue I have is that it costs a Gauge. Yes it is one gauge, and some Danger World builds aren't that Gauge intensive, but it does impact you in more ways than one. For the most part, the main reason you want to use Battle Dragon Crushing is so you can make Survival Chance live. However, since Survival Chance also costs a gauge, that means you'll be spending two Gauge for this set-up, and that is assuming you already have an item ready to use.
The gauge cost does seem significant, but it can be the difference from summoning the Demon himself.
Wait, that's the wrong devil! |
At the same time, I can see why the makers made the cost that way.
3. It destroys ANY card on the field.
Now it goes without saying, but having the ability to destroy any cards on the field is pretty handy. Fighting Dragon World with a Thunder Halberd Dragon or Crimson Battler with their Fist item? Dragon Crush it.
Dungeon World giving you grief with Glory Seeker or a Dungeon Lord boss? Dragon Crush it.
Hero World ruining your fun with their defense? Dragon freaking Crush it.
I think you guys get the point. This can really help you out and tip the scales to your favor. It can help facing key cards on the field.
In that case, why not run more of these things?
4. Depending on your tech or build, casting it more than once can be suicidal.
Now considering the average critical of size 1 and 2 monsters is 2, then assuming no Buddy Call, you can only take a maximum of 5 hits from these guys. That's even assuming they don't have access to burn damage.
Better have Life Gain! Wait...that can't be right,.. |
Even though Danger World was given some nice defensive options like the movers Kibaltes and Jetfighter, spells like Strong Battle Wall, and Gargoyle A, you have to play your defense perfectly.
Then again it's Danger World...living life on the edge is basically our thing.
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