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TorchMan MegaMan TCG In the discussion on the Deck "TorchMan" by dj_cronos Miembro Premium United States send message
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Usually a NetNavi has two basic colors associated with it (except for MegaMan). Your use of some great green and yellow cards is a good idea. I would make a few suggestions that you might try to see if the deck improves.

Remove the two 'Grave Problem, the four 'Lark', the two 'Peace'; and reduce the quantity of Cyberwarrior by one (to a total 3).

Add one 'Protoman', two 'Virtual Martyr', two 'Cutting Edge', one 'Deletion Inevitable', two 'Usual Policy', and one 'Burn'.

You have quite a few cards requiring two red resources be on the playing field, so having the green and yellow cards will have to make you choose between two red and two blue cards among your resources. The green resource card should be used to return your cards spent to cause the opponent to lose energy, plus any green card already in the discard pile (one of each when possible). The Cutting Edge has Destiny 5 and causes an opponent to lose an energy for every card less than 5 in their hand, which can be increased when combined with the ProtoMan ally which makes the opponent place cards in hand into their energy gauge.

The only problem that I see is that you do not have any cards except for Virtual Martyr that place additional cards in your power gauge, which may be needed since a lot of your cards require you to burn power to use them.

Other cards you might consider:

"Open the Door" (Red) [Destiny 3] Spend: If you played a BattleChip this turn, add its destiny to your blast destiny.


"HeatGuts" (Red) [Destiny 0] For each other RED resource in play, your NetNavi's blast destiny is +1 for each destiny drawn.

"GutsThump" (Red) [Destiny 5] Spend: spend a resource for no effect to make a NetNavi defense 0.

"Your Apologies" (Green) [Destiny 4] Opponent draws 2 cards for each energy they lost this turn. Would go along with 'Cutting Edge' and "Protoman" ally cards. If used, I would replace the 3 'CyberWarrior" (yellow) cards with three of these.

"Set to Win" (Red) [Destiny 0] If you played a BattleChip this turn, add 5 to your blast destiny. [This would compliment "Disaster Strikes" cards]

"Fire It Up" (Red) [Destiny 2] Spend: Lose 1 energy to add +3 to blast destiny.

"Superior Technique" (Red) [Destiny 4] Spend: Discard 2 cards to add 5 to your blast destiny.

"Nose Knows" (Red) [Destiny 5] Spend: Add 1 to blast destiny for each resource in play.

"Lightning" (BattleChip) [Destiny 4] Lose 1 energy to add +3 to blast destiny.
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Posted: December 9, 2013 02:52 pm
 
MagnetMan: Polarized MegaMan TCG In the discussion on the Deck "MagnetMan: Polarized" by mailman1 Miembro Premium United States send message
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Can't believe that I didn't catch those mistakes. I will have to check my other decks to see if I made similar errors. Thanks for your input.
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Posted: July 20, 2013 08:14 pm
 
MagicMan: Riddler MegaMan TCG In the discussion on the Deck "MagicMan: Riddler" by andrewdurdle Canada
mailman1 Premium Member United States
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You did a great job selecting cards that require very little power in the power gauge. However, you have a lot of cards that burn a power in order to play. I believe you need a few cards to replenish your power gauge in order to use the MagicMan icon cards (that go onto bottom of deck when spent). I think the deck as is may play a little slowly.

You have 4 copies of Just a Nuisance. What are the chances that your opponent chooses one of the same colors you have? 50%; so you have to discard a card - note its color - to cancel a blast destiny of that color (100% useless if opponent doesn't have that color). I believe you can find other cards that will work better than these.

You have done fairly well on a card destiny average, which means you should have fairly good blast destiny draws. And using only a few cards requiring that there be power in the power gauge would work well - IF you can get it up to the three or four needed for two of your better cards when you need it. The opponent may cause you to burn power often. Will you have enough for your two best cards (4 & 5 power)?

Your BattleChip selection is good. I hope you enjoy the game. Have you tried your deck against any of the six pre-constructed decks?
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Posted: July 20, 2013 08:10 pm
 
grave mistake MegaMan TCG In the discussion on the Deck "grave mistake" by kaine13 United States
mailman1 Premium Member United States
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You have to read the rule book. A deck consists of sixty cards which includes ONE NetNavi of your choice.

Each NetNavi has two colors of cards that contain the icon for that NetNavi (except for MegaMan - all four colors have cards with MegaMan icons). You must only have one NetNavi and choose the colors that are specific to the NetNavi you choose, including requirements for BattleChip cards, Event cards, and Resources. Some require one or more resource cards of a color to be in play before you can use a card.

Also, try to use 6 or so cards that require 5 energy be in the Power Gauge. It is hard to keep a full power gauge against skilled opponents.

Blasting is important when battling. Card Destiny (on upper right corner of a card) is important when battling, since you may draw a card to add to your Blast = destiny of card(s) you turn up. Try to get a good mixture of 3 - 5 card destiny events and resources. However, many great cards have low destiny, so you have to choose a METHOD of play for your deck.

Do you choose cards that boost the NetNavi strength; boost the NetNavi defense; cause the opponent to discard or loose power; etc.

I suggest you acquire the six pre-constructed decks available to give you a good idea how to build a deck. Then you can adjust those decks to make them better with cards you have. Most of them are good decks - but you can make them better or even GREAT. But, first - read the rules so you're sure how to play the game and start building (redesigning) your deck.

Hope this helps you out.
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Posted: July 20, 2013 07:41 pm
 
SkullMan: Power Blasting MegaMan TCG In the discussion on the Deck "SkullMan: Power Blasting" by eseamus United States send message
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Your blue resources - 7 each. Yellow - 28 each.

In order to play the System Error card, you need three power in the gauge and four BLUE resource cards on the board. I think you might have a bit of trouble using this card. Besides, the Mystical card (with SkullMan icon) requires four power in the gauge. Other than that card, your other cards require 3 or less power to play.

The Method of Well Being card requires four yellow resources in play, which means you'll normally be able to get this card into play UNLESS it is discarded when you take damage. You have a lot of cards that power up your gauge, but few cards that return a card from your discard pile - which is needed in case the Method of Well Being gets discarded. Slight adjustments needed.

Your average destiny is a bit low, so your blast destiny draws will be mostly 3 and under (occasionally 5). You have chosen well with Battlechip cards. The VoodooDoll however requires a yellow resource be in play AND 2 SkullMan icon cards other than itself. Since you only have six cards (3 yellow/ 3 blue) that have SkullMan icons on them, I would suggest that you increase this a bit if you want to use the VoodooDoll (great card).

All in all, this deck should be about 50/50 with a pre-constructed MegaMan deck (any of the six). Hope you score on some good cards to upgrade your deck the next time you purchase or trade some.
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Posted: July 20, 2013 07:15 pm
 
Megaman X MegaMan TCG In the discussion on the Deck "Megaman X" by cybuster United States
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Three colored decks often play slower than most two color decks. However, you have chosen cards very well for your deck. The most power required for any of your cards is 3 in the energy gauge. Most of your events require no energy at all. Your resources are nicely divided among the three colors. And you have few cards that require more than one resource of a color (just a couple cards requiring two of a color). All in all, this deck should play well.

Have you played it against any of the six pre-constructed decks?

Good job.
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Posted: July 20, 2013 06:51 pm
 
Megaman NT Warrior MegaMan TCG In the discussion on the Deck "Megaman NT Warrior" by king13 United States
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MegaMan is a great character to play since he is the only NetNavi that has icon cards in all four colors. All other NetNavi are limited to two colors with their icons on them. However, playing a deck with all four colors is not very easy.

The Woodshield Activate card requires you have 4 green resources in play.

The AquaCustom Active card requires you have 4 blue resources in play.

BusterBlast (green event) requires that there are 3 MegaMan icons in play in order to play it. You have only 4 cards total with MegaMan icons. What are the chances you can get all four of them into play at the same time? Not to mention that they might get discarded when you take damage.

Your resources: Blue x 10, Red x 7, Yellow x 7, and Green x 5.

If you play this against any of the two color pre-constructed decks, I believe you'd have a hard time beating it - and they are basic (but fairly good) decks.

You need to try to rethink your deck with two colors. Like I said, MegaMan is great because you can choose any of the colors for the two you want to play. But, then you have to watch the BattleChip cards to insure you do not use any that require a different color than the two you use.

A three color deck might work if one color resources are spent each turn to either draw cards, retrieve cards, power up, play another BattleChip, or get a second Blast. However, you definately need to use more than four cards that have the MegaMan icon on them if you want to use the BusterBlast card (great card). You possibly can build a good three color deck. But with four colors, chances are slim.

Another important part of building your deck is the blast destiny draws. If you can use the higher destiny numbered cards, you have a better chance of getting a good blast destiny draw. Of course, some of the low destiny cards are really good also. Rule of thumb: 33% low destiny (under 3) and 66 % higher destiny (3 and higher).

Finally, you should limit the number of cards that require 5 energy in the gauge - not more than 6 of them in the 60 card deck unless you use a bunch of resources that fill your energy gauge - then you can increase to 10 or so.

Hope this helps you out. Enjoy the game.
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Posted: July 20, 2013 06:35 pm
 
Fortissimo Bass MegaMan TCG In the discussion on the Deck "Fortissimo Bass" by ragnvaldr United States
mailman1 Premium Member United States
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Incredible Speed requires 4 red resources in play to use it. You should either remove them or put in more red resources.

Also, you have seven cards that require your energy gauge have 5 in it, and and additional nine cards that require 4 in your energy gauge. That may be quite high and slow play. Of course, most of those cards have a 4 or 5 destiny number, which really help to increase the average destiny to improve your chances of getting a good blast destiny.

Your pick of BattleChips is good, other than there are too many with 4 and 5 energy requirement to play them. You might consider some 3 - 5 destiny Battlechips that do similar things for less energy requirements ( 2 - 3).

Hope this helps you out. Have you tried this deck against any of the decks that came pre-constructed? I believe it might have a hard time with some of them, and they are basic fun decks.

Anyway, hope you enjoy the game!
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Posted: July 20, 2013 05:41 pm
 
Am I Helping? Harry Potter In the discussion on the Deck "Am I Helping?" by fivedex United States send message
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Looked over your deck and it is very well thought out. I may have to put this one together with spare cards I have to see how it plays against some of the decks that I threw together. Great job!
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Posted: March 30, 2013 07:09 am
 
Test N°1 Harry Potter In the discussion on the Deck "Test N°1" by beccaccino Italy
mailman1 Premium Member United States
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First the deck must have at least one Wizard or Witch character, and then 60 other cards. But, you must have lesson cards in play in order to bring the other cards into play. This was a waste of space on the site. You need to read the rules prior to building a deck - hopefully, one that will play. You also need to have less Adventure cards in a deck. I believe eight is way too much . . . try 3 or 4. And finally, you've got to have cards that will do damage to your opponent and their creatures. Rethink, and revise . . . please!
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Posted: March 30, 2013 06:48 am
 
Shadow Man Assault of Shadows MegaMan TCG In the discussion on the Deck "Shadow Man Assault of Shadows" by darkchaos95 United States
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Your deck is well thought out. I really like the idea of using the Deletion Inevitable cards. However, you might consider a few more BattleChip cards than the six you presently have in the deck (which would only give you a BattleChip in every 10 cards average). You could remove the two Drowning cards possibly.

I have no one to play against (so my decks are all unplayed) but I believe your deck is very well constructed. Another card you might consider using would be red card: Impressive Battlers which has a destiny number of 3 and would add 4 to your blast destiny since your NetNavi has a great extra bonus whenever it blasts.

Hope you enjoy many hours of great battles!
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Posted: December 10, 2012 11:03 am
 
Airman ga Taosenai! MegaMan TCG In the discussion on the Deck "Airman ga Taosenai!" by parallelnebulae United States
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Since your deck seems to concentrate on blasting with your NetNavi, I suggest you consider putting in 4 of the card:

"Full of Hot Air" (green card with the AirMan icon) which is a resource that reads: "Spend: Place this card on top of your deck." This will allow you to determine at the least "5" destiny for blasting, since on your next turn when you "power up" you'd know what destiny the right-most card has. Then, if you reduce your blast number for AirMan (reduce the 3 to either 2 or 1) with a card, you would discard fewer cards when blasting and still have +5 to your AirMan's blast.

Good job using the one color concept. It should play fairly well as is, but may play better with 4 each "Full of Hot Air" to replace other cards with a lower destiny number.
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Posted: September 27, 2012 08:51 am
 
TorchMan Power Up! MegaMan TCG In the discussion on the Deck "TorchMan Power Up!" by goldenwolf21 United States
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You have done a good job by using only two colors for your deck. The BattleChips you used are good - they all have 3 or higher battle destiny except for the Vulcan1 (but it's still a great card). Your event cards are good also - same "great" destiny average.

The resource cards are really low destiny numbers.

For instance: the 4 Big Trouble have a '1' destiny. True, they reduce your blast number by one. But, that would only let you reveal one card in your power gauge since Torchman's blast number is 2. This would reduce your chances of getting a good blast destiny number, since half your deck has destiny 2 or lower ( one third is destiny "1"). I would remove these cards and put in some cards with the TorchMan icon and higher destiny. You might consider this option, although you did a good job of using cards that did not have high restrictions for playing them (maximum 3 power and none requiring icons other than your TorchMan).

It is a well constructed deck (two color only) and will play decently, although it has blast power limited by the average destiny number. It will probably play well against a pre-constructed deck and any of the decks I put together to mirror them (with few SR and UR cards). When you can add the SR and UR cards, the deck does get faster, but most of them have higher requirements to enter play (power gauge, colors of resources, icons).

Good job!
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Posted: September 27, 2012 08:21 am
 
Megaman: Draw To Victory MegaMan TCG In the discussion on the Deck "Megaman: Draw To Victory" by megamantcgfan Canada send message
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Looks great using one color. You have 12 cards with MegaMan NetNavi icons (great) which means you'll be able to get two resources in play with icons (plus your NetNavi's icon) to play your power cards.

I think I would use one or two less "Lan" cards (destiny of 1) and put in a couple more Battlechips that either boost the Blast or the Defense, but that would reduce the number of MegaMan icons available in the deck. Since MegaMan has icons in all four colors, you might want to consider a second color with those additional icons - but, that would reduce the probability that you'd be able to get two "green" resources on the field in order to play other power cards.

Your average "destiny" is GREAT. If I had enough of the UR cards to copy this deck, I probably would! You have done a great job building it.
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Posted: September 27, 2012 07:37 am
 
Bass Deck MegaMan TCG In the discussion on the Deck "Bass Deck" by thegamer1 United States
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You might consider increasing the number of Bug Charge in the deck. Even though it has to have a red resource in play and two resources in play with the Bass NetNavi's icon (plus three cards in the power gauge) - it does have a destiny number of 5. Of course, you have used quite a few cards that require you to burn a power; so that also has to be taken into consideration if you use more than one Bug Charge. One card in a deck of 60 really does not give you much chance for that "good" card to be drawn.

You presently have 8 cards with Bass NetNavi icons, which is good - and you have used BattleChips that only require the two colors that Bass uses for icons (which is outstanding). All in all, it looks as though it would play well.
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Posted: September 27, 2012 07:16 am
 
SkullMan: Skeletal Agent MegaMan TCG In the discussion on the Deck "SkullMan: Skeletal Agent" by mailman1 Miembro Premium United States send message
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SkullMan has a blast number of 2 on the card (bottom number) which means you must have at least two cards or more in your power gauge to blast. If you choose to blast, you reveal the two "right-most" cards in your power meter and choose which of the two "destiny numbers" (top right corner of the cards) you desire to "add" to your NetNavi's strength (SkullMan is a 2). You can add to this attack thereafter by expending Resource cards or by playing a BattleChip card. There are cards (usually an event card) that you can reduce the blast number of your NetNavi PRIOR to blasting. These reduce your NetNavi's blast number (usually by -1) which means you have to reveal fewer cards from your power gauge for choosing a destiny number. You must always remember that cards you still have to play later may require a number of cards remain in the power gauge, or certain colored resources are on the board, or more than one of the NetNavi's logo are on the board. It is a guessing game of what your opponent may do to respond to each action you take during your turn; as well as being prepared to respond to the opponent's actions during their turn by keeping requirements on board for cards that boost your NetNavi's defense during the opponent's turn. Hope you enjoy the game and that this helps out in understanding the rules.

By the way, once you choose your "destiny" number from the cards revealed, all of them are discarded. SkullMan allows you to place one of the resources you have in play into your power gauge. So, if you have a card on the table with a 4 or 5 or 6 destiny, when your SkullMan blasts you may use his ability ("Whenever you blast, you may place your resource in play in your power gauge.") to put that resource into your power gauge in the right-most open position. If the power gauge has 5 cards in it, you would have to discard the card in "Power One" position and then move the other four cards one space to the left in order to place your resource chosen into the gauge. This allows you to KNOW what destiny you will AT LEAST get when you reveal the two cards. Both still will be discarded after you choose your destiny number to add to the Blast Number (unless you were able to reduce the Blast Number prior to blasting, then it would only be the one card discarded - and a destiny that you KNOW it has).
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Posted: September 21, 2012 08:42 am
Modified on September 27, 2012 07:02 am
 
McGonagall's Quidditch Team Harry Potter In the discussion on the Deck "McGonagall's Quidditch Team" by sjbnorge United Kingdom
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Wow! I never considered that one of the Hogwarts teachers could be a starting character. I am going to have to look those cards over again to see if I come up with any new ideas. I apologize for not realizing that there was a built in Transfiguration icon with McGonigle. Great job.
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Posted: May 20, 2012 05:02 am
 
Mega Deck MegaMan TCG In the discussion on the Deck "Mega Deck" by kdwc1222 United States
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First, the deck must contain 60 cards, only ONE of which is the NetNavi. Each NetNavi except for MegaMan has only two colors. You need to rework your deck. Check out the pre-constructed decks available to see how the pros put together playable decks, or check out other persons decks on this site. You also should be careful to use as many of the resources that have the symbol of the NetNavi you use on them. Some of the battle cards have color restrictions and other needed (NetNavi symbol) requirements other than the power guage requirement in order to play them. It is an enjoyable game, fast and sweet - but it takes a bit of doing to build a good deck. Hope you enjoy the game.
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Posted: March 6, 2012 08:04 am
 
river MegaMan TCG In the discussion on the Deck "river" by xxlakexx United States
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First thing to do is read the rules. The deck must consist of 60 cards, one of them being a NetNavi card. Each NetNavi with the exception of MegaMan has two primary colors that have the "icon" for that NetNavi, other than one Battlechip with the icon. You should use as many of the cards with icons as possible in your deck.

I see that you list having a Dark Admonition and three of the MegaMan Power Up tournament cards (1T6). It's hard to believe that you have them and not know how to build a deck. I would be willing to trade for the Dark Admonition card if you are still in possession of it.

Look over the decks I have submitted to get an idea how to build a deck, or purchase some of the pre-constructed decks. I do hope that you will enjoy the game. Building decks, however, is a little more involved than just throwing together 60 cards. Contact me if you are still playing the game and need advice about the deck building.
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Posted: December 9, 2011 09:58 am
 
Hermione's transfiguration Harry Potter In the discussion on the Deck "Hermione's transfiguration" by luanamoon United States
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The HP deck must have 60 cards plus a main character for a total of 61 cards. Your deck is sound, has the correct ratio of lesson cards (1/3 of the deck), and should play well once you add the missing card. I hope you are still playing the game and plan to build and submit more decks.
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Posted: November 16, 2011 07:07 am
 
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