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card review Doreen the Thruster: Underestimated, but amazing booster

Card Review
Doreen the Thruster: click to enlarge
Doreen the Thruster

Card text:

[AUTO](RC):During your main phase, when a card is put into your soul, if you have a «Dark Irregulars» vanguard, this unit gets [Power]+3000 until end of turn.

A ha ha ha ha, I've grown tired of you. You may disappear.

  • Number: BT03-012
  • Rarity: RR
  • Clan: Dark Irregulars
  • Nation: Dark Zone
  • Race: Elf
  • Power: 6000
  • Shield: 5000
  • Grade / Skill: Grade 1 / Boost
  • Trigger: none
Doreen the Thruster
Underestimated, but amazing booster

written by kimetose LV4
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General description:
I love this card. Her skill is outrageously powerful, to the point of being borderline broken. Every time your card is moved into the soul, during the main phase, she gets a 3k boost until end of turn. That's nice and everything, but Young Pegasus Knight does the same thing, and despite it being a great booster, that doesn't mean anything if you can't get cards in your soul. Oh, wait, Dark Irregulars? As in the clan that thrives off Soul Charging and usually gets a soul of about 6 before even riding for Grade 3? Yeah. Terrifying. YPK has nothing on Doreen.

Uses:
auto[R]: During your Main Phase, when your Cards are moved to the Soul, and you have a ┬źDark Irregulars┬╗ Vanguard, during that turn, this Unit gains +3000 Power.

Strategies and game play:
Doreen's skill is a RG only skill, so Riding into her is never a good idea. She would be of most use in the back row, behind any unit that has a great skill, but not enough power to back it up, or just the VG to force your opponent to think about whether or not to guard the Grade 2, 26k monstrosity aimed at their VG.

The other restriction on Doreen's skill is the VG. Your VG has to be a <<Dark Irregular>> in order for her to work her magic, but then again, the only clan where she would blossom would be <<Dark Irregulars>> (And maybe <<Pale Moon>, but I won't get into that).

In a <<Dark Irregular>> deck that Soul Charges often (in other words, one that does as it is supposed to), Doreen can be a 15k stand-alone unit after only 3 cards are put into the soul. For a Grade 1, that is pretty fantastic, and let's not forget, because she is a Grade 1, she can give that 15k to any unit she boosts.

Combos with other cards:
Just about every <<Dark Irregular>> can make use of Doreen.

When Alluring Succubus is called to RG while Doreen sits on RG, Succubus Soul Charges, while Doreen boosts. When you use Hysteric Shirley's skill, Doreen gets +6k; +3k for Shirley getting put into the Soul, and +3k for the Soul Charge that comes with it. Decadent Succubus Allows you to Soul Charge every time a <<Dark Irregular is called to your RG (If she is VG):So fill up your RG, and Doreen has a beastly 21k Power before the Battle step even occurs. The list goes on. (This is literally the list that boosts her; "Dark Knight of Nightmareland," "Devil In Shadow," "Greedy Hand," "Rune Weaver," "Yellow Bolt," "Flirty Succubus," "Free Traveller," "Dark Lord of Abyss," "Demon Eater," "No Life King, Death Anchor," "Stil Vampir," and "Demon World Marquis, Amon.")

If you have 15 <<Dark Irregulars>> in your soul, Doreen can give Blade Wing Reijy that extra boost to ensure the 3 Critical Attack from VG.

If Demon Eater is boosted by Doreen, that increases the chance Demon Eater's Megablast can be triggered.

Ways to counteract it:
Kagero and Narukami units can make quick work of Doreen by retiring her from their skills.

Several Megacolony units can keep Doreen rested once she boosts to eliminate the threat of her giving another massive boost.

Once a clan that depletes the opponent's deck comes into fruition, that would make Doreen users think twice before Soul Charging, and thinning their deck even further. (There may be such a clan/card, but I have yet to see it.)

Strengths/Pros:
It plays to the clan's greatest strength
Provides a boost that is incredibly difficult to guard against without a Perfect guard.
Difficult to get rid of due to her when she is in the back row

Weaknesses/Cons:
It is a Rearguard only skill
Average Power without her skill
Only gets a boost if a card is put into your soul during Main Phase.

Variations:
RR in Demonic Lord Invasion

Artwork and aesthetics:
I personally don't care for the art, but is is not bad, and is actually quite symbolic. Several swords float around her, presumably, one for each card placed into your soul. The image is of an ant's eye view, and she looks down at the viewer as if to rub in victory to her slain foe. Her flavor text is "A ha ha ha ha, I've grown tired of you. You may disappear." Which really reflects how much of a powerhouse she can become, it makes anything going against it seem harmless.

Overall rating:
9 of 10

Despite all the praise I've given it, I'm not going to give it the perfect score, because it only gets the boost from cards going into the Soul during the Main Phase. Once you enter Battle Phase, your Opponent already knows what kind of power they are dealing with, and it won't go any higher without a trigger, not to mention the Soul charging that can often occur during the Ride phase as well.

I know it is trivial, but the fact that I'm giving this a 9 is amazing enough as it is. 10 of 10 is practically a card that can not be defeated by anything at any given time, and naturally has/gives a critical of plus 2. If it is 10 of 10, it may as well be broken.

Side note:If you look back at my Nightmare Doll, Alice Review, you'll notice I gave Purple Trapezist a 10 of 10. Does that mean I think it is broken? Well, yeah. For a single counterblast, you're getting Alice and a unit to boost her past the 15k barrier every time she hits. Not to mention the havoc she would deal with Lequier; +6k for every repetition of the aforementioned loop: That's a 40k Lequier before boosting if your opponent can't stop Alice.

 

Modified on March 25, 2013 03:53 am



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