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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.