Neopets TCG: What You Won't Find in Booster Packs by slickninja
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If you've read my past TCG articles, I've done a general review of each Neopets
set so far. SO what else is there? There's plenty of other cards, and I'll tell
you why you should or shouldn't use these cards in your deck. The cards I'll be
looking at today are the cards you won't find in any booster packs. I thought
this may be a good idea since there is currently not any page on Neopets where
it lists all these cards out. This will help you collectors out there. First let's
go through a checklist of all these cards and how you could have attained them.
You may have collected the following 6 cards if you purchased a starter deck.
S1 Blue Mynci (Holofoil)
S2 Red Korbat (Holofoil)
S3 Blue Scorchio
S4 Green Acara
S5 Red Aisha
S6 Yellow Eyrie
The following 2 cards may have been collected if you purchased one of the
Battle for Meridell theme decks (Draik Skeleton in the Kass theme deck and Jeran,
Meridell Knight in the Jeran theme deck). These cards are also found in booster
packs, however those versions are not holofoil.
41 Draik Skeleton
46 Jeran, Meridell Knight
P1 is a redrawn holofoil version of #153 from the Base set. You received this
when purchasing the 4th Neopets Magazine. P2-P6 were randomly found in cereal
boxes during the General Mills promotion. P7 can be found in select Pocket Neopet
toys (Blue Bruce, possibly others as well), and this is a redrawn version of
#139 from the Base set. P8 was given to all participants in the Mystery Island
preview tournament. P9-P10 was given out for certain activities at the Neopets
Mall Tour. Non-holofoil versions of P8, P9, and P10 can be found in the Mystery
Island Set (#53, #66, and #32 respectively). P11 is found in the 8th Neopets
Magazine.
P1 Werelupe Sage
P2 Blue Grarrl
P3 Green Shoyru
P4 Red Kacheek
P5 Red Wocky
P6 Yellow Lupe
P7 Shoyru Spy
P8 Lu Codestone
P9 Trading Post
P10 Moltenus
P11 Maraquan Moehog
The following 15 cards were found in Happy Meals during the McDonald's promotion.
MP 1 Blue Ixi
MP 2 Green Lupe
MP 3 Red Kougra
MP 4 Yellow Kacheek
MP 5 Yellow Shoyru
MP 6 Bearog
MP 7 Count Von Roo
MP 8 Faerie Uni
MP 9 Mootix Launcher
MP 10 Pink Kadoatie
MP 11 Raindorf
MP 12 Shadow Aisha
MP 13 Snow Faerie Globe
MP 14 Starry Scorchio
MP 15 Tormund
At every official tournament, you receive a certain release card for that
particular set. You can find regular versions of these cards in the set, but
the difference is that these release cards are holofoil and they have a "Release"
stamp printed on them. The Blue Draik was given out at the Battle for Meridell
tournament, the Galactic Green Grundo was given out at the Return of Dr. Sloth
tournament, the Blue Krawk was given out at the Mystery Island tournament, and
the Red Bori was given out at the Hannah and the Ice Caves tournament.
26/140 Blue Draik
21/100 Galactic Green Grundo
21/100 Blue Krawk
31/150 Red Bori
So there are 38 cards you won't find in booster packs. So now that you know
what they are and how you could have received them, should any of them be in
your decks? Well out of those 38 cards, 20 of them are Basic Neopets. I can't
really recommend to use any specific one of those because it just depends on
which Neopets you use in your deck, but just use them as you see fit. That leaves
18 cards left, so I'll just go through them in order as I listed them (not the
Basic Neopet cards).
41 - Draik Skeleton - This Villain has decent stats across the board, and if
it is defeated, the person who started the contest gets to untap. Usually, I
don't like the untapping if defeated part. If someone beats my Villain, I would
rather them have the effect of being able to draw a card instead. There are
better Villains out there with better stats.
46 - Jeran, Meridell Knight - This Hero is strong in the strength arena and
has an interesting ability of being able to attach Equipment to it when played,
then returning the Equipment to your hand when the Hero leaves play. I suppose
this could be helpful in certain decks, but not in any I've built or played
against.
P1 - Werelupe Sage - This Villain has no special effect but has a decent stat
of 17 in Intelligence. There aren't any other Earth-type Villains particularly
strong in Intelligence, so only use this card if you have nothing else you can
use.
P7 - Shoyru Spy - When this Neopet wins a contest, you get to look at your
opponent's hand. He has an interesting effect, but has only a stat of 10 in
Agility. He wouldn't fair well against the likes of a Mynci Tourist (stat 15)
or a Meerca Spy (stat 13 + similar effect).
P8 - Lu Codestone - Codestones have the interesting effect of being Items that
can turn into Equipment if you win the contest. This particular codestone gives
you +4 in Intelligence. Codestones can speed up your strategy, and I can see
this being played in many decks.
P9 - Trading Post - You need an Air Neopet to play this Location card. When
a player wins a contest here that isn't against a Villain, that player may put
any number of cards from his hand to the bottom of his deck in any order and
draw that many cards. This Location is great for putting away cards that you
don't need for the chance of drawing cards that could be useful. This is especially
helpful when you have multiples of many cards in your deck. If you only need
one copy of a card, but draw two copies, this Location's effect can help you
out. You should try to put this in an arena that you dominate in so your opponent
is less likely to utilize its effects.
P10 - Moltenus - This Fire Villain has a stat of 22 in the Strength arena.
Each player rolls a die for each of its Neopets. If a 1 is rolled, discard that
particular Neopet the roll was for. Having a Neopet discarded can be devastating.
Unless you have a strategy to somehow avoid its effect on you, I'd recommend
using Blugthak from the Battle for Meridell set, which also has a Strength of
22 with a similar effect, but only against its rivals.
P11 - Maraquan Moehog - This Experienced Moehog has two Faerie types (Dark
and Water). He has no overwhelming stats, but his effect allows you to return
an Item from your discard pile to your hand when it taps to move. This pet can
only get more useful as more expansions come out.
MP 6 - Bearog - This Petpet looks cute, and that's about it. It has mediocre
stats across the board with no special effect. There are many other Petpets
out there much more useful than this card.
MP 7 - Count Von Roo - This Air and Dark Villain has a stat of 15 and 17 in
Agility and Magic respectively, which is pretty decent. He is even more useful
because of his effect. When this Villain wins a contest, the player who lost
discards a card at random from his hand.
MP 8 - Faerie Uni - Good card, but Uni Battle Steed is better.
MP 9 - Mootix Launcher - This could be one of the more underrated cards of
the TCG. At the end of each contest this Neopet is on, move each of your Neopets
in the contest to a new arena of your choice. Then your opponent does the same.
This is helpful if you use Neopets that are strong in more than one arena because
from my experience, most people use Neopets that only good in one arena. This
card doesn't fair well against Poogle Racer decks, but makes those Poogle Racer
decks even stronger.
MP 10 - Pink Kadoatie - See my comments above for Bearog.
MP 11 - Raindorf - See my comments above for Pink Kadoatie.
MP 12 - Shadow Aisha - If you need an Experienced Aisha, I would probably use
any of the others, unless you need the Shadow Aisha's effect. When you play
this card, look at the top 3 cards of your deck and put them back in any order.
This could be helpful if that's the kind of deck you play, but you only get
to use its effect when you play it. It would be much better if you could use
the effect every time you won on your turn.
MP 13 - Snow Faerie Globe - This Item gives an additional +5 to all stats if
you have a Hero in the contest. Even in a deck filled with Heroes, I don't see
much use for this card. Heroes are usually strong enough in contests by themselves,
and using a one-use item to boost a stat it probably doesn't even need help
in is a waste.
MP 14 - Starry Scorchio - This is a decent card with 12 in Strength and 9 in
Intelligence, but I don't see me ever using Scorchios in any of my decks.
MP 15 - Tormund - See my comments above for Jeran, Meridell Knight. Tormund
is just a watered-down version of that card.
Final verdict: For the most part, I would say to just keep these cards in
your collection binders and out of your decks. Most of these cards are easily
replaceable by better cards throughout the sets. Though these promo cards are
okay for your decks, they have a higher value as a collector's item. Until next
time...
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