N (NV92) [11/24/2011]

Celebi23

Aspiring Trainer
Advanced Member
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Card of the Day: N from Noble Victories

92-n.jpg

NOTE: Please use today's thread to review N (NV101) as well, since both cards are exactly the same except for their artwork.

Guiding Questions:
1. How does this card stand on its own (analyze the HP, attacks, Abilities, etc. of the card)?
2. What role does/could this card have in the metagame?
3. What cards, if any, does this card combo with?
4. Give it a rating (out of 10), and explain why you have given it that rating.

You are not required to follow the guiding questions, but make sure your post has informative and interesting content.
 
1. On it's own it's pretty good being a Supporter and all, though I wouldn't play it in just any deck. I think it has amazing disruption potential combo'd with stuff like Weavile, Durant and Sharpedo.

2. I'm not entirely sure on that but I would say it might be good with Yanmega Prime. (if there's a tie in prizes)

3. I kind of explained that in answer 1, it can combo with disruptive stuff like Weavile, Durant and Sharpedo.

4. I would give it a 8/10 because while I do think it is a great card, it seems a little situational to me.
 
1. On its own, this card is meh. If you want a new hand, use PONT, If you want disruption, you'll have to have a disruption-based deck for it. The only real stand-alone use for this card is a set of 1-2, to play when you're down for a late-game comeback.

2. Depends what you define as metagame, as we are in the transition phase to begin including NV cards in our decks. Possible decks that it could go into: MegaZone, so you can disrupt and then just Magnetic Draw your and back, and possibly match the opponent anyways. Durant, because you aren't going to be taking any prizes, so it can buy you some time. Any other decks that aren't built to draw prizes, like LostGar or Magmortar (which you don't see much of either). And you can't forget disruption decks like Ambipom, Weavile, and SVS. This may even be a tech in slower decks such as google, where you go down early.

3. Though this card can be used in many decks, it only has two real combos. For one, you can use it to trim down your opponent's hand, then use Ambipom and Weavile to deplete your opponent's hand completely. Also, you can pair it with Magnezone for cheap, often one-sided disruption.

4. 6/10. Of the mentioned decks, MegaZone is probably going to be the only Tier 1 deck. I'd like to see decks like Durant win tournaments, but it's probably not going to happen. This card won't see too much play in other decks, and if so it will likely be an unexpected tech to throw your opponent off.
 
Rocket's Admin is what people now call, the one-sided judge. People have been saying that there has been a lack of comeback cards and here comes the mother of them all comeback cards. It functions as a more conditional version of both hand refresh and disruption.

For the metagame changes here is what I can see

ZPTS- This card will cripple ZPTS a bit. ZPTS relies on drawing six prizes in six turns and needs a constant stream of draw and attaching to keep its engine going. A late N played when ZPTS is down 1-2 prizes is basically forcing the ZPTS player to topdeck a draw supporter to keep his chances alive. Basically this card does not benefit ZPTS at all.

TyRam- This card can be annoying to TyRam during sometime mid-game where TyRam is still trying to setup everything it needs. But by late game, the disruption would not affect TyRam as much because of how it doesn't need energy in the hand to function properly. This can also see a use as a one-of or two-of tech in TyRam for those cases where TyRam gets a crap start. Overall, this card doesn't exactly benefit TyRam but neither does it completely destroy TyRam

Goth/Truth- I'll clump these two together as they have almost the same concept which is fall behind and catchup. This card will definitely be a good add-on to this deck. Seeing as they already run a twins engine because they always allow the opposition to take the prize lead, Rocket's Admin can further disrupt them by trying to give them a crap hand. When played against Goth/Truth, the only way Admin can hurt them is if they draw crap with it because this card is mostly beneficial to Goth/Truth Variants.

PrimeTime/MegaJudge- This deck and Admin is like a double edge sword. During the early game, N can be used as a "judge" to match handsize with Yanmega allowing for the easy attack and gives more cards especially when magnezone isn't online yet. It can also be used to match hand sizes during a close game but it is very situational to what cards you draw from it. Either way, by late game a magnezone should be online and should be Lost Burning if Yanmega isn't able to match hand sizes. Overall, N can compete with the more "sureball" judge/copycat for deck slots but it usually would be two at max for this deck.

Other decks that can benefit from Admin:

DurantMill- Not exactly for everyone's tastes because a large hand size + a hand shuffler that will only make them draw 1-2 cards is putting more into their deck therefore delaying your win by 1-2 turns. A positive note though is that during mid-game, a nicely timed Admin could rid their hand of draw supporters therefore allowing you to setup some more. N is also a guaranteed PONT for you because you will always draw six.

LostGar- See Durant explanation minus the milling part.

Overall I give this card a 8.5/10 and artwork a 7.5/10. The card is a very nice add-on to almost any deck not named ZPTS and should be a very nice comeback card especially when things go bad. I've heard people who talk about coming back from a 5-1 hole and who knows? We all could with this card

Note- I will forever call N as Rocket's Admin or Admin because for obvious reasons lol.

[/sand=Brisk Cakers] -Celebi23
 
1.

I think N is good, but not on its won. Cards like Magnezone, and decks that give an early prizes are what really make this card shine. It is best used when you are behind on prizes, and your opponent is ahead (unless of course you have a Magnezone, in which case it wouldn't matter very much).

2.

This card could ruins your opponent's hand when you are behind a lot. Forcing your opponent into a 1-3 card hand is nothing to laugh at, making it a important card in quite a few decks.

3.

It combos with any deck that doesn't take prizes (LostGar, Durant, etc), or any deck using Magnezone that could Magnetic Draw into 6 after being given a 1 card hand.

4.

7. Though it is a good card, it can give an opponent a better or bigger hand, can help an opponent match and size, or could mess up your own hand, making it a 7.
 
On it's own, the card acts as a Judge-esque hand refresh that can potentially help you and disrupt your opponent. It can help you in the early game, and cripple your opponent in the late game.

To add to what risk breakers said, Magnezone variants like Magneboar and Magnelektrik could strongly benefit from N. Both decks run Magnetic draw without relying on Yanmega to even hand sizes. Since Magnezone decks and Magneboar in particular tend to fall behind early and only really need a couple twins plays to set up, this deck can use N with more impunity, drawing itself up to six and leaving the opponent with a tiny hand. This matchup, more than any other, could cripple ZPST in the late game.

This card could also be a huge problem for any remaining Blastoise variants, as there is now a second viable hand disruptor, one that can quite literally keep blastoise from even attacking if the player only has one prize left. This is a bigger problem for Blastzel, which probably won't have as much energy on the field due to the fact that a Blastzel player is realistically looking at only 2 attachments per turn (3 if they can keep two Floatzels alive, but given the release of N, sacrificing a couple prizes to cripple the deck's energy acceleration might not be a bad idea.) Blastgatr suffers a little less late game, because it can attach as many energies as it wants, and then use Wash Out to bring them to the active, but the early hand disruption will also slow Blastgatr down more than it will slow down Blastzel. It might be time to put Blastoise variants down to Tier 3, certainly if they don't run Kyurem.

I think we're looking at a 7/10 for overall playability. N is an utterly amazing card in the right deck, but that's the key word, the right deck. N plays favorites, hurting some decks (like ZPST) and downright crippling others (like Blastzel). On the other hand, decks that run Magnezone can use N with no drawback at any phase of the game, provided Magnezone has not been removed from play. N acts as good refresh in the early game, and maximizes the use of Magnetic Draw in the late game, all the while providing some pretty consistent hand disruption. I think this card might be enough to discourage some less hardcore ZPST players, and encourage the use of slower decks like Goth or consistent draw from Magnezone variants. The card could very well change the metagame to no small degree, and that has to account for something.
 
1. On its own: meh... Needs some support but does have potential

2. I forsee this card as a try to counter a deck that takes alot of quick prizes. ZPS(T) could potentially be hurt by this but Magnezone and ReshiPhlosion probably won't just for that incredible draw power.

3. From experience MewGar/LostGar abuses it cause you never take prizes and your pokemon have low hp its pretty much always a PONT but could be a judge or worse for them.

4. 7/10, I does have potential but I dont think enough potential to become a staple like PONT or Candy
 
Well to be fair, N will probably replace or supplement PONT in some decks, sorta like PONT vs Judge early on, only moreso, since N can beat PONT in nearly every way if the deck is built around it.
 
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