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Legends Review - Part 4: Event Cards (B)
 By Frodo Fett

Locked Door-
This is a nice card. It can either protect or harm, but since it does both, it's a bit of a double-edged sword. It can provide protection for your character long enough for you to load it up with items, or it can trap an opposing character long enough for you to heal or run far away. A great card that is as flexible as it is useful.
Rating: 8

Safe in the Sanctuary-
This is a very nifty card that, even though it can only be used on Sanctuary sites, is often a life-saver. Sure, it only works one turn and won't save your butt next time, but maybe you only need one turn to get that certain item or card. This is the kinda card every deck that focuses on weak characters needs (you'll notice it can also help Power characters). It's not very versatile, but once it gets in it's zone, it's a winner. It has a good battle number too, by the way.
Rating: 7

Fallen Uncle-
This card is, oh, how do I put it? Horrible? Crappy? Either way, I wouldn't even wipe my butt with this card, it sucks that bad. The likelyhood of you ever getting to use this card is very low, and if you do, so what? If your Uncle card had any useful item on it, it probably wouldn't be dead. This card is worthless. Be warned, if I see you using this card, I will be forced to slap you.
Rating: 1

Flute Boy's Song-
This is quite an interesting card. It allows you to warp any site in the game that doesn't have a character on it. Of course, your oppenent can just play a characer on every site and totally nullify this card, but the chances of that happening are close to nil. This card can easily be twisted into interesting combos, so I can see someone basing a deck around this and another card. A nifty card that can perform when it's given the chance.
Rating: 6

Captured-
This card is decent, I suppose. Only Power decks can really use it and it's usefullness is somewhat limited. First off, being captured basically means that you cannot play another copy of the captured card. So, for Capturing to be effective, you must capture a card that actually is a threat to you and has multiple copies in your opponent's deck. That being said, any character that you can already kill is not much of a threat. If you capture a Link or Zelda, then that means you already have the power to beat them and probablly won't need Captured to win. But, it is a nice guarentee that those nasty little cards won't come back, so if you ever need an extra card or two, throw a few of these in.
Rating: 5

You'll Get Lost!-
This is quite a bizarre card, if you ask me, and of course you didn't, so I'll shut up about that. I suppose this card can be very useful, late in the game of course, when fleeing from something really big. Of course, to get this card to work, you're going to need cards with low battle numbers, and that means you'll be losing some of your power during the Attack Stage. I think the trade-off is just too great for that to ever work, but if you need a quick escape card, you could do worse than this.
Rating: 4

Shop Till You Drop-
This card is a useful tool for decks that utilize shopkeepers, but shouldn't be bothered with in any other deck. The chances of you getting an item depend on the number of items in your deck, of course. But even if you have a high item count, this card will be useless more often than naught. It is kinda flexible, but it's effect isn't good enought to warrant serious use.
Rating: 4

Lost in the Woods-
Umm.. .this card isn't too hot. The cancellation effect is pretty useful, but the problem is actually getting your opponent to play a sub-par card like You'll Get Lost!. If you can get them to play it, then this card can really help you, but chances are, you won't. The secondary ability is bad. It takes a lot to get set it off and you get little in return. Cards that counter crappy cards, are never that good, but this one somehow finds itself near the borderline between and good and bad. Unfortunately, it falls to the bad side.
Rating: 4

Where Am I?-
If you can get this card to work, it's ok, but getting it too work is a trick in itself. Getting all three characters together is kinda hard, but actually wanting to put Marin or Tarin in your deck is the worst part. This card asks you to play with two crappy characters in order to pull off a decent effect. I don't have a high opinion of Marin or Tarin, but if you like to use them, then add 2 points to this cards rating.
Rating: 4

Bomb Blast-
In conjunction with a lot of bombs, this card can really turn the tides. Play two of these on a bomb-bearing character and suddenly you have a giant battle machine with a bomb to boot. This isn't the best boosting card around, but it can pull it's weight. I can see this being used in a power deck that uses bombs and other direct damage techiniques, but that's really about it. It's got a good battle number, but it's flexiblity is quite low.
Rating: 5

I'm Drowning-
This card is a piece of trite and should be avoided at all costs. Unless your dog has glowing red eyes and commands you to play with this card or he'll command his canine army to rip your body into a million bloody chunks, stay away from this card at all costs. Actually, it's not that bad, I just wanted to say that. Now that that's out of the way, let's get to the core of the card. This is a card for Power character's to use when battling at water sites (duh). Besides a hilarious picture, I really can't find anything interesting on this card. You can only use it on water battlesites, only Power characters can use it, and it's battle number is kinda average. Maybe that first part was right.
Rating: 2

Conference with the Elder-
You remember that little part at the beginning of the "I'm Drowing" review? Yeah, that applies to this card. This card sucks. This is the Hoover of LoZ: TCG cards. So let's see what this card does. It moves Link to a site an Elder is at and it takes up his speed for that turn. The upside? You get to do it during the play stage. The downside? Nobody cares. This card gets you one space over before the attack phase, which would be useful, if you didn't have to have a freakin' Elder to do it. If you have to use this card, it better be to scrape the mold of the bottom of your refrigerator.
Rating: 1

Electrifying Seal-
This card is not very flexible at all, but it's effect makes up for it. Play this on a Hyrule Castle Battlesite with a really strong opposing character and taunt him to move. Of course he (or she) will, but a free wound counter is a pretty good deal. Unfortunately, it takes a lot to get that wound counter to actually appear. You'd almost have to custom tailor your deck around this card to get it to function properly, and this card isn't powerful enough to be the only win condition. Still, it's a decent stand alone and even better when used with Locked Door and such.
Rating: 4


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.