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Articles Section
Legends
Review - Part 1: Theme Cards
By Frodo
Fett
When building a deck for the LoZ:TCG, the
first thing you should do is check out the Theme cards. Why? Very simply because
that every deck is based on one of these cards and cannot operate without one,
so I'd chalk it up as being pretty important. With that in mind, let's get to
the reviews.
Rescue the Princess:
An average Theme card, it's abilities are very specific, meaning that if you
play this, you're playing a very linear deck. It's battlesite support is broad
and covers Hyrule Castle and Kakariko village, meaning most Courage sites will
see play with this around. Unfortunately, it's abilites are just too weak. Might
+1 is ok, but when you only get when battling a certain enemy Link will probably
defeat anyway, it's kinda useless. The Speed +1 bonus is good for running away,
but once you run, you'll be off of a Kakariko site and won't get the bonus
anymore. And on top of that, it has a drawback, you can't play Hindsight unless
you have the lantern. Unless you have nothing but Kakariko vilage sites, I'd
stay away from this card.
Rating: 3 (out of 10)
Protect the Light World:
Another Courage theme card, Protect the Light World is the best general Courage
Theme card available. While it's site support is lacking, it makes up for it
with it's sheer power. First, it lets you fetch Light World Map for free, then
it gives you a Might +1 bonus for having it! And this bonus applies to all the
Courage characters you have! Add this too Light World Map's +1 and all your
characters get a permanent Might +2 as long as Link is on the board. The perfect
Theme for novices and pros alike.
Rating: 8
Wrongly Accused:
If you plan on playing a Villager deck, this should be the card. Since there is
only two elders available right now (Sahasrala and Elder), this limits the card
a bit, but not to the point where you shouldn't play it. It only supports
Kakariko village sites, but there are enough to build a varied deck. The real
kicker, in this case, is the Link/Zelda Dual attack. When both of these are
pumped up, they'll stop almost anything. Of course, you can only use it twice,
but if you play your cards right, that's all you'll need.
Rating: 6
Woods of the Lands:
With a total of 7 available battle sites for this Theme card, you won't be
stretched for space. I can really only see this Courage card being used for one
type of deck, a LinkII powerhouse deck. When bearing the Master Sword and
Shield, he gets Might +1 and Heart +1. This makes him virtually unstoppable and
can mean the game. Having only LinkII and a bunch of power-up cards can mean a
one-man wrecking machine. Tarin isn't the best card ever, and I wouldn't even
put him in my deck, since the best thing about Mushrooms is there high Battle
number. If you're playing a LinkII power deck, add 3 points to the rating.
Rating: 5
Washed Ashore:
One of the lesser Courage Theme cards, it's abilities and battlesite support are
lacking. Marin isn't that good to start out with, and the bonus doesn't maker
her a stellar card. Where Am I? is useful, but Washed Ashore only lets you fetch
it once per game. Unless you're dying to use Koholint Overworld and Mabe Village
sites, stay away from this.
Rating: 2
Destroy the Elf-Boy:
Ahh...finally some Power cards, and this one is no slouch. With excellent site
support and enough abilities to get any Power knight deck running, this is a
good card. If you see this, you can be certain some Dark Knights aren't far
behind. Dark Knights and Dungeon Knights get a permanent Might +1, and when
fighting Link, the Dark Knights can dual attack him. The drawback to this,
however, is that Dungeon Bosses cannot be played. That hurts alot, yes, but most
Knight decks will only use the Bosses as back-up, so this drawback isn't as bad
as it seems. If you plan on playing a Knight deck, count this card in.
Rating: 7
Rule the Dark World:
This is the Protect the Light World for Courage decks. It fetches Dark World Map
for free, and then gives everyone a bonus for having it in play. Unfortunately,
Dark World Map isn't quite as good as Light World Map, so that cuts back on it's
rating. Again, novices and beginners should play with this card.
Rating: 7
Swarm the Sewers:
This card will be reviewed at a later date.
Bosses of the Light World:
Playing this card means that you are going to be spending a lot of Rupees.
Wheither paying for Dungeon Bosses or their items, your wallet will be thin. But
this card helps curve your spending with it's ability to lower the cost of the
Dungeon Bosses. Plus, it boosts the Bosses' Might another notch, making them
really heavy hitters. Bosses of the Light World doesn't have any downsides, but
it just doesn't do enough to boost to a stellar rating. But if you're playing
Dungeon Bosses, this is the card to do it with.
Rating: 6
Arrrggh!
For all those Koholint Island Power decks out there, this is your card. Win a
battle at the forest? You get another Triforce point. Fighting in Mabe Village
with a sword and shield? You get Might +2. These two abilities will keep the
Courage character running from site to site, trying not to land at Mabe Village
or the Forest. But cards like Trapped Door, that task can be pretty hard. This
card really focuses on getting Triforce points (what deck doesn't) and I feel it
accomplishes it's goal. Although it might be a bit too linear with some of it's
abilities, most players will be able to land themselves a Might +2 bonus or
extra Triforce point. Expect to see it around.
Rating: 7
The Legend of Zelda is the property of
Nintendo™. The Legend of Zelda: TCG design, look and gameplay is the
intellectual of Chazz™ and the creator wishes any fans to request it's display
on their pages before doing so, or submitting Dream Cards for the game as to not
conflict with any cards currently in development.
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