So, since the big ELO discussion brought up the fact that way too many cards in the game never see play because nothing quite measures up to the staples, I'd love to have an "underused card appreciation thread". There are cards out there that you just put into your deck for missions or whatever reason and they won you more matches than any staple and have a special place in your heart.
For me there's a number of them:
1) Baby Q, 4* 6/6 SoB with -2/min 1 DR. You will aways, and I mean always see Ditha, Malicia or even the very underused 7 powered 4* girls and simply not put Baby Q into your deck.
What are you missing on? 6 damage for one pill, or someboy overpilling on a Sob Dr. LOL. Also, likely no freaks poison, lol.
2) Cheep - 8/2 +2 life bonus, stop: -3 dam/ min 1. Well, stop cards are vanilla cards most of the time, and this guy is bonus dependent to boot.
What are you missing on? A bloody annoying 8/4 wall which makes SoA pointless because what SoA means most of the time is no DR. He makes people play stupid - heck, you can actually pill against their SoA and win for ALL damage reduced, making a 4 gap and turning your hand into a 3 rond win one.
Gork - 7/8 SoA bonus with poison self for 2 min/4. XU52 has att manip, Mechakolos is a 1 hit KO. Otherwise people just don't use him enough.
What are you missin out on? Pretty much a bloody honey badger who doesn't give a f**k. Unconditiona 7/8 with SoA? Otherwise he kicks ass.
^ Lol at the move. V nice. Say what IS the Berserk main win condition?
Also, speaking of berserk, Kawamashi Cr is actually a rather good card, especially so in Junkz and Sakhrom Heavy environments. I've actually been rather happy with him whenever I've used him, and I've yet to use him with Graven in the same deck for that nice bit of redundancy
Vito - Attack manip SoA IS annoying as all hells.
The card I've been having a lot of fun lately is - Boohma. He's sorta immune to a lot of power reducers (very vulnerable to some, yes), but he's built for having low power. He hits quite hard against SoB, especially for a Jungo 3*, and if things go low pills, and people DO pill against Jungo, he's really, really nasty. 4 pills he's a 9/7, 5 pills he's and 8/7. Up to 3 pills, he probably flat out wins. In the unimitigated disaster that are the current DT's you can run him alongside Troompah and Askai for way too much attack manip on your end, to make sure things go low pills by the end. And there's also surprisingly little SoA around (and Hawk is sorta busy with your other nasty crap, and their walls have to deal with Rodney and That Stupid Camel)
Also Jalil is either a 7/7 3* which if hits early means the other guy can't really 2 hit you unless he pills like mad, or a 7/5 3* against pretty much whatever the other guy's got. Since a lot of popular reducers reduce to 2, the's quite often a nice 7/6 for me. I'm sorta looking to replace him, but I can't - nothing else looks nearly as scary a bluff.
Jalil is lethal in so many different ways.
Also while this isn't a card and not necessarily it being overlooked, I've seen people say that the Jungo aren't good at dealing damage because of their bonus. I laugh at them. I'll wager the Jungo could consistently 2HKO a deck of 8 Lehanes.
Jungo bouns ends up being an optional mindfuck special for me ever since they messed up the tourney penalty list. Theres waaaay too much attack manipulation on gappers in that clan, and the random 3* 5 dmg guys like Jalil. +20 attack manim on a 7 dmg 5*? Montana bonus as an ability on a 7/7 guy?
NVM i just Bhooma'd a Ghumbo. I've also Bhooma'd a Hikiyousan who was coming at me fot 6 pills. LOL.
What's kind of hilarious is that the broken Jungo Attack manip guys totaly mess uppers up. Boohma and Troompah basicaly read as: SoB Uppers and +10 vs. uppers at the same time. Boohma is like the most weird ass counter to Nellie and Herman ever (and also Tobbie), since he allready has 4 power and silly attack manip to help out. Askai is also supremely annoying, and the armadillo is basically an Upper. Oh, and Boohma will take Spyke down up untill 6 pills. And you don't mind those pills even if the other guy 0 pills, because you're hitting for 5 +2 life. That's... remarkable, really. Hell also kick Oshitsune all over the place for you, and Caelus as well.
I'm not scoring too high because of kinda relying on my 5* for damage too much and always going 4 rounds, but I'm having enormous fun trolling people with them while I grind Jungo wins and Bronze/silver tokens. There's got to be a way to make the Jungo work in DT's (probably revolves around not overpilling my initial nuke every single time).
In my experience the Jungo bonus is basically there to soften the landing if things start to go to shit for you. It rarely decides matches and (I think) was mostly put in there because the new clan needed a new bonus and Boostr didn't want to add any new code. It's nice because they fare pretty well against SOB. The downside is that their bonus hardly helps them against SOA.
I think it's the opposite, I think without their bonus they have a harder time actually winning and they have 8 Stop cards, which I think is the highest per clan in UR. But I think this is just because of my playstyle when using Jungo.
And in my experience their bonus is a very sneaky way to catch players off-guard, because in DTs they've been conditioned to watch out for the KO but fail to notice when they've already lost by life gap.