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Supernatural Heritage Print E-mail
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Written by your Daily Dose of Hatman   
Thursday, 07 August 2008

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ds02-30-supernatural_heritage-9We're back to the character only's today, as we cover one card from the new set that may have slipped under the radar, yet is strangely good enough to be at least considered for play. Supernatural Heritage is it's name, and we'll be analyzing it thoroughly (or as thoroughly as this column actually gets) before the end of the day. It may seem bland at first sight, the art not really eye-catching as it's about as brown as a modern first-person shooter, but it's quite easy to get a good use out of it. Read more if you want, but if you don't, you'll be missing out on Donovan's first Only asset that has an ability you can activate, and you wouldn't want that, would you?

As always, we'll look at those corner numbers before discussing anything else. At 2 difficulty and 5 control, with a +1 mid block, it's just like playing a foundation, except it's border is green and you can't commit it to pass checks. It would be quite sweet if you could, however, as the static effect requires it to be committed. What is that effect? " If this asset is committed at the beginning of your End Phase, draw 1 card. " Too bad it's Unique, because four of those babies would be absolutely bonkers. How do you commit it? That's the beautiful part. " E Commit : If this attack deals damage, discard 2 attacks from your card pool. " Simply put, if this attack deals damage, discard attacks from your card pool. Boom. Not only do you make sure your next attack will likely pass (as you remove a small measure of progressive difficulty from the equation), but you get an extra card at the end of your turn for your trouble. It's like having your cake and eating it too, but the cake is one card, and you eat two from your plate, and this analogy is going nowhere fast.

The card simply screams : "Play me with the new Donovan! You know you want to!" While you may be wondering why exactly do I hear cards scream and question my mental well-being, the facts are on the table : This card is strong and should see play far more than it does right now. It gives the new Donovan more options in card pool clearing that don't use his response ability, which allows for him to draw more and play more attacks for a savage, brutal beatdown like only a buddhist monk with a living sword could give. Honestly, the extra card is just gravy in that deck.

With the other Donovan, however, the possibilities are limited, but it's still possible card advantage, and possible card pool clearing, which we all know is pretty strong. The ability to play two small attacks, toss them out of the way for a Ryu's Shoryuken EXTRA (or said RSEXTRA and another attack, to toss in a Moon Sault Slayer for only 4, instead of 6 afterwards). Plus, in that particular Donovan, the extra card is more than gravy, as it can be a critical block, an Injury Asset, or anything of the sort that can always help on your opponent's turn.

An unorthodox use for the card is in Donovan Water aggro. Water has the possibility to become very aggro, and this card allows you to fuel Treacherous Ballade's speed boost, making it a very hard to block attack for 8 damage, for only 6 or 7 difficulty. Granted, you cannot draw off the Treacherous Ballade, but it's a powerful card to play nonetheless, as 8 damage is nothing to scoff at, especially if you consider that you already tossed attacks this turn, which means Injury Assets, Rejection or various other means of avoiding damage may already have been used. Not only that, but Water has access to low difficulty utility cards such as Kunai or the extremely cost effective Clones. You can then clear again with Donovan, since you haven't used his Response yet, and then start drawing like a maniac. Water also has access to Shotokan/Shinobi Tradition, allowing you to draw before using Donovan's own ability. Simply put, thanks to Supernatural Heritage, Water can overwhelm your opponent with attacks. 

So, after all of this, it's time for the final judgment. The way I've gushed about this card, you can probably guess that I will say play it, and you would be half-right. The old Donovan can certainly use it's effects, but he cannot use them as well as the new one. If you're planning on using Donovan 1, I'd seriously consider not putting it in. It can be useful, yes, but is it a card that you absolutely need to win? That I'm not entirely sure of (but keep in mind, it's not absolutely needed in the other Donovan as well). If you believe it will help you win games faster, then go for it. The stats are definitely worth it, and card pool clearing/card advantage is always good. However, I find it's in Donovan 2 that this card truly shines. It allows you to do more and more of that Donovan cheese we are now just getting accustomed to, and if the prospect of buddhist dairy products doesn't appeal to you, you can comfort yourself in thinking that it's Unique, and thank your lucky stars for that, because four of those babies on the table would be Donovan on Powerthirst, and does anyone want 400 tiny Donovans running around?

 
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Last Updated ( Wednesday, 06 August 2008 )
 

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