by Touya Wed Jan 02, 2013 5:33 am
Heal trigger a year later on this thread because after some testing I've found Giraffa to be amazing.
You can work with the same principles as with Phantom Blaster, but minus the need to use a rearguard to attack first and since it's an AUTO instead of an ACT, it pressures the opponent to defend while demanding nothing from you personally. So get a tiny lead early, then magnify its importance by reducing the total number of cards in play. You can call Raider Mantis (holy poo poo how many times has this card clogged your hand while playing Megaco) early on as a cheap booster and not worry about it because you're gonna retire him to pay for Giraffa's cost anyhow, and Megacolony Battler C gives you another option for that so you get to free up space on the field in exchange for the opponent losing valuable units like FVGs and boosters. This is like Saishin on an 11000 base. Grade 2 Giraffa is so great (screw over Wingal Brave for no cost!) that it doesn't hurt much running four.
I can't decide if I love this or the Machining units better, they're both poor on the surface but there's a lot of depths beneath their mechanics.