Average user rating3.2out of 5 Much to the dismay of my meta, I have taken it upon myself to review this card. This card is polarizing in that there are three schools of thought about it. The first believes that it is extremely bad and should never see play, and in fact, it should become FFG's first banned card as to how ridiculously craptastic (yes, there are not enough words in the english language to describe how bad it is for these people) it is. The second one is a derivative of the first school, except without the blatant exaggeration. The third one, and I am alone in this, is that it is one of the most underrated cards in UFS history. Instead of hearing me gush about this card any longer, I would rather have you look at it objectively and determine whether or not it's worth anything to you.
It's stats are mediocre somewhat : 4 difficulty for 1 control (!), 2 speed mid for 4 damage (somewhat decent) and a symbol spread of Chaos, Evil and Order. Underwhelmed yet? Let's take a look at the abilities : " E : If this attack deals damage, add it to your momentum face up. " What does it do when it's in there, however? " R Discard 1 momentum : Before a control check is made, choose a number. If the printed control of the card is equal to the chosen number, each player loses that much vitality. Only playable while this card is face-up in your momentum. " O...kay. Those of us who are looking for stupid combos must already be salivating. A way to deal direct damage continunally, in MY UFS? Who knew? (Other than Ryu's Ashura Senku, of course)
The problem with this card are three-fold. It has to deal damage to go into momentum face-up, you take as much damage as your opponent does and then, you have to know your deck (or your opponent's) by heart in order to abuse it. However, I find that the cons are easily overlooked if you know how to play this card.
There are many ways to play it and have that stick in the lower right corner work for you instead of against you. Akuma 5, from the Street Fighter Battle Pack, has a great ability working together with 1 CCs, and so does his support. Full Powering 1 CCs is always a good ided, especially when it matches two symbols with this card. More recently, support for 1 CCs has been waning, but that Akuma is still legal for a while, and so is Full Power.
Let's look at how to properly play it. It clears itself from the card pool, and shares two symbols with Whereabouts Unknown, and one with Kunai. Where the momentum comes from is thus not a problem. However, how can we know exactly what control check is coming? There are a few cards, especially in Chaos, but the main one is Visions of Destiny. Not only is Visions of Destiny readiable at the cost of a momentum (which shouldn't be needed more than once), it allows you to pick four cards and know exactly by how much your opponent will be burned, and you don't even have to attack him! You can play foundations and still kill them! If you're playing it through Chaos, you can also set up your next turn using things like Wisdom from a Confident or Fortune Teller (which has Order as well, so...). It gets even worse with Fortune Teller, as you can force your opponent to either block (and burn himself), or take the attack. Beyond that? If you're playing Akuma 7, Zhao Daiyu or their foundation equivalent, Blood Runs True, you can burn the game for 6 and still make them fail their check.
Another way to make this card shine? Astaroth 3 - if the control check is high enough, you do not draw or discard it, meaning you always know what is coming, meaning you can always burn your opponent. Rose 3's R works in the same way, but she has difficulty in maintaining vitality.
Final Judgment? I absolutely love this card. It's not going to see much tournament play, but it is far better than most realize, and because of that, it has a warm place in my heart as a card nobody will ever play. It's like that sick orphan you take in because he truly has nobody in this world. Except that you kill people with it.
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