You know what this blog needs? Articles on a TCG that no-one plays and that died way back in 2005! Thus I give you a deck that I used to play for the Megaman Trading Card Game.

For anyone that actually played the game, or has some knowledge of the anime series on which it was based (Megaman NT Warrior), you can probably guess the central theme of the deck from the title. That's right, it's everyone's favourite pink navi, the often times damsel in distress and occasional badass, Roll.
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For those unfamiliar of the game, I'll give a very brief overview here and cover more as I go along. Heck, I might even write up some rules and gameplay posts at some point.


Players of the Megaman TCG each have a deck of 60 cards, 1 of which is a NetNavi (basically a character card) with the other 59 being Resources, Events, and BattleChips that are used to attack the opponent. Each NetNavi has 3 base statistics which are shown on left of the card. In order from top to bottom these are Strength (S), Defence (S) and Blast (B); so Roll there has Strength 1, Defence 2, and Blast 2. Some NetNavi's also have special abilities highlighted in a small text box at the base of the card; with Roll gaining +2 Defence whenever she uses a BattleChip.


Players take turns playing various cards against each other to increase their Strength and Defence in order to attempt to deal damage. If an attacking players Strength is higher than a defending players Defence then the defender will take damage equal to the difference in Strength and Defence (so Strength 5 attacking Defence 3 would result in 2 damage dealt). Damage is dealt by forcing a player to discard cards from the top of their deck; referred to in the game as losing energy. When a player's deck is empty, they are out of energy and lose the game.


Ok, that is enough about very basic game mechanics for now. On with the deck!

Just looking at her NetNavi card, it looks like Roll is built for all-out defence; as if players are meant to weather the storm and outlast their opponent. This deck shows a way you can turn the tables and make Roll into a stomping powerhouse of pain.


Now don't get me wrong, you still want to be pushing up Roll's Defence, so it is well worth having a good pile of BattleChips that focus on increasing her Defence stat. Chips such as TimeBomb and RockCube are a good place to start or even Roll's Navi specific chip Bubbler. These chips add 5, 2, and 4 to Roll's defence repsectively, with RockCube allowing you to play an additional chip that turn; with Roll's Navi ability these values are pumped up to a healthy 7,4, and 6.


Roll's other Navi specific cards are all fairly incompatible with the strategy of this deck and it is probably best to avoid them in favour of making a solid Blue/Red deck with a ton of BattleChips. Most of her cards focus on controlling her power gauge and that is really not a concern here.
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So what have we got so far? A ton of chips that increase our Defence in a moderately controlling deck. Is this good? Well it is when we add the resource Fiery NetNavi to the mix. This card is the star of the show in the 'Roll with it' deck. Just give it a read and you will see what is going on.


Read it? Good. That's right, we can use this resource to add Roll's uber-pumped Defence stat directly to her Strength stat. This can be absolutely devastating for the opponent. Even though Roll's main trick is meant to be sitting on the defence, occasionally getting some moderate hits in, this card changes that entirely. Now you can use Defence boosting chips in moderation, stocking up the bigger ones for the turn where you really want to lay on the pain.


The only downside is that players can see this move coming; Fiery NetNavi is a resource card and so it has to already be sitting in play before you can use (spend) it. There are a few options in the game that allow players to either mess around with or flat out destroy their opponents resources and these can really block off this strategy. On the plus side there is a second card that effectively allows us to pump our Strength with our Defence, Shrimpy2. This card allows us to add our Defence value to our Blast Destiny (term to be explained later) which is effectively the same as adding it to our Strength with a small additional requirement. Better still, Shrimpy2 is a Virus type resource which means that as soon as it is played, we can search our deck for as many copies of it as we like and put those into play too. So all of a sudden we can add our Defence to our Strength multiple times in a single turn!


Overall I found this deck to be pretty fun to play, it has some good options that allow a player to sit back and play a defensive controlling style game that suddenly swings in for massive damage and punishes the opponent for exposing any weakness.


The full decklist that I used to run is: (to be completed, I need to dig out the deck to finish this off, I can remember the highlights though and they are as below)

Roll with it - Roll

BattleChips ()
4x RockCube
4x Bubbler


Resources ()
4x Fiery NetNavi
4x Shrimpy2


Events (7)
1x Disaster Strikes
2x Not Enough Power
4x Pretty Good Move




Still, this wasn't my favourite deck or NetNavi, I was always determined to make ElecMan work...



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