Wade into Battle

Today I present to the world the SpartanNerd’s third review of a Commander deck from the 2015 set.  This deck is titled “Wade Into Battle,” and features a red-white color scheme and a nifty new general named Kalemne, Disciple of Iroas.”  Read on for a complete review!

“Wade Into Battle” comes in the same kind of box as all of the other Commander decks from the past few years, featuring a large window showcasing the main card in the deck, oversized and in foil.  The package has a nice red-yellow look too it, like fire, or glowing metal, or lava.

Flipping the box over reveals some of the cards from the deck, and an inspiring message.  (All of the propaganda doesn’t really mean anything to me.  My big question is “how fun is the deck?”)

I am going to go ahead and apologize.  I had some technical difficulties with the pictures.  I’m not sure how, but I took some pictures, and only some of the image ever made it through.  Nothing too important, as this didn’t happen to the main part of the deck.  But the unboxing pictures fell victim of this.  Sorry!  But I assure you, that the deck was packaged exactly like the other two decks I have reviewed.

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You get a nice deck box, with a plastic tray (trash) and a guide to playing Magic (also trash.)  You get a poster with a decklist and instructions, which I always keep.  And the cards wrapped in cellophane.

Who is this general?

A double striking, vigilant giant 3/3 soldier!

This chick is ooooozing with flavor.  Apparently in the early sets of Magic, there was a card called “Hill Giant.”  And he was a 3/3 red creature.  Kalemne captures that.  She also captures the flavor of the Theros block, Iroas being the god of war in Theros, who also had a red-white color scheme.  Double-Strike was prominently featured on cards during the Theros block as well.

It is the bottom ability that is all-new.  With this set of Commander, we get a new thing called Experience Counters, counters for the player that are permanent.  Poison Counters were the only kind of counters before this set.  But Experience Counters are a positive thing, and Kalemne, Disciple of Iroas gets +1/+1 for each experience counter you have.  And how do you get these?  By casting creatures with a converted mana cost of five or greater.  (It goes without saying, Kalemne must be on the battlefield for you to get the Experience counters.)

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Sorry for the blurry pics.  But we get two other possible commanders.  Anya, Merciless Angel, and Gisela, Knight of Goldblade.

These other two generals want you to build around their abilities and the fact that they are ANGELS!  Gisela is a reputable Commander.  Anya is looking for other players to have a pretty low life-total.

 

Here are the cards.  I am going to drop some commentary below each picture.

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First of all, the RARES.  These pre-constructed Commander decks always contain an incredible amount of rares!  And notice the converted mana costs…most of them are five-or-greater!

Almost all of the creatures in this deck are GIANTS.  I would say this was a tribal deck.

We get two Titans.  You can’t sniff at any of the cards in that cycle!  Blade of Selves is a money card in this deck, giving the person it is equipped to “Myriad.”  This new mechanic causes all of your opponents to be attacked by a copy of the same creature it is equipped to.  Unfortunately, Myriad is a dead ability if you are playing two player Commander.

Hostility is an incredibly fun card that can get you tokens…but you have to be able to cast spells that cause damage.  Still, he is a 6/6 with a six CMC.

We get a giant legendary Leonin (to further add to the Theros flavor and offer a new white commander)  and Hamletback Goliath.  (This guy…they sell a promo version of him on three-pack sets at Wal-Mart…the packs are from Return to Ravnica block.)

Angel of Serenity…an Angel with an O-RIng ability for three creatures.

And tons more giants including Fumiko, the Lowblood…a legendary red creature with Bushido, and is a possible red general for another deck.

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Here are the lands.  (This is one of those pictures with the bug, luckily it was still usable.)

Teramorphic Expanse and Evolving Wilds are begging to be replaced by better fetches.  Command Tower is dedicated commander fixing.  There are a few dual lands, most entering the battlefield tapped…Boros Garrison is notable because it is a bounce land.  We get two vivid lands, that also enter the battlefield tapped, but have charge counters so you can produce the other color if you need to.  And cycle lands.

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We get a new rare dual land this time…Ancient Amphitheater.

(I am not showing you the basic lands.  They are…basic…)

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With these huge CMC cards, there better be some ramp.  And there is!  This deck has a ton of MANA ROCKS.  All of these are mana rocks except Lightning Greaves, which is equipment.

Notable here is Thought Vessel, a new mana rock that lets you have an unlimited hand size.  Also Dreamstone Hedron, which reflects the current storyline in Magic.  (The Current storyline is Battle for Zendikar/ Oath of the Gatewatch).

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Other spells in this deck, and there aren’t that many, include Fiery Confluence, which is part of a new cycle where you can make up to three choices, and can choose something more than once.  This is a powerful card in this format!

Earthquake is a sweeper, as is Breath of Dirigaz.

There aren’t that many instants…(I noticed in one of the other decks there were ZERO instants.)  This time we get Crib Swap, which is just creepy.  Also, Orim’s Thunder, which can really hurt voltron style players.

Finally, this time I am going to show you the tokens.  They are double sided as in the other decks.  Here is the front side and back side.

$$$THE VALUE OF THE CARDS$$$

Not much here.  Blade of Selves is the money card for this deck.  I looked up the value of everything I thought might be worth something.  Nothing else really.  The titans here are under three dollars.  Rumiko the Lowblood is also.  Turns out that our “new” leonine giant is a reprint.  Gisela isn’t worth much.  And Kalemne is worth less than a dollar.

So if you are in the game for money, this deck isn’t for you!

EXPERIENCES PLAYING THIS DECK.

The first match was against “Call the Spirits.”  This deck came out the winner!  Call the Spirits created many tokens, but  Earthquake took them out, and then the giants coming in after that were just too much.

Matches two and three were solitaire against “Defeat a God” and “Face the Hydra.”  The first deck was just too much, too fast…several times in a row.  The Hydra deck was a blast..giant hydras against giant giants!  But Kalemne came out the winner.

“Forged In Stone” from Commander 2014 lost in a similar way to “Call the Spirits.”  Tis time is was Breath of Diregaz, followed by Kalemne herself and a few angel friends crunching in behind.  The thing about Breath of Diregaz, when it is kicked, it only deals four damage to each creature.  SO….the giants and angels survive through that!

And finally, a matchup against “Plunder the Graves,” this time piloted by the SpartanKid.  He discovered a combo, and made a REAL challenge for “Wade into Battle.”  The combo went like this.   Champion of Stray Souls plus Kraul Death Priest plus Terastodon= Churning through the graveyard to create card advantage.    Terastodon continually destroys things and replaces them with 3/3 green elephants.  I managed to break this combo by playing Angel of Serenity and exiling all three pieces of the combo.  It had taken awhile for the SpartanKid to get that combo going, and so he was at a low life-total.  Unfortunately so was I.  But I top-decked Fiery Confluence for the win!

SPARTANNERD’s RATING OF “WADE INTO BATTLE.”

It took me awhile to get this review out.  I haven’t had that much of a chance to play.  I also had issues with the pictures.  But it has been fun every time.  Kalemne is a great commander who makes great use of those experience counters.

The deck could have a better mana base.  And I wish the wizards would have printed the cycle of temples for us this time.  The new dual land is perfect for this deck.  And the inclusion of all those mana-rocks…that’s just dumb.  There should be a better way, or at least better mana rocks.  Why not Boros Keyrune, which can become a creature?  Why no man-lands?  If you are going to have fixers enter the battlefield tapped, they should do something.  Guildgates are useless outside of limited.

But the creatures in this deck are fun.  It is good to have no less than five legendary creatures.

And that ton of rares was also nice.

Like I mentioned, Myriad is useless against a single player.  You have to have multi-player games for that to matter.

But like I said, the deck has been fun overtime.  So I am going to rate it a cautious 4/5, because of the strange mana base.  But it is a winner, and is fun.

Do you agree or disagree…let me know in the comments, oh Hub City Geeks!

 

 

 

 

 

SpartanNerd Unboxing and Review…Zendikar vs. Eldrazi Duel Deck

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I for one am quite psyched about “Battle for Zendikar,” the next large set of MTG cards coming out in October.  I missed Zendikar the first time around, since I wasn’t playing at the time.  But the effects of that set have rippled through the gaming scene enough to where I know it was a big deal.  Everything from Fetch Lands like Verdant Catacombs, to full-art Zendikar basics are very sought after.  And this isn’t even adding in the eldrazi bosses!

The wizards have a little rotation…I should know by now.  I am obviously a collector of duel decks, and certainly wasn’t going to pass this one up.  The rotation goes like this…Duel deck in the fall just before rotation, that features cards with new mechanics,  Duel deck in the spring featuring two planeswalkers,  This duel deck is of the first type.  It features a few new cards from the upcoming set, and spoils some of the mechanics.  This time those mechanics are Devoid, Awaken, Ingest, Landfall, and Level-up, and Annihilator.

I purchased my copy of the deck at The Tangled Web in Spartanburg SC for $19.99.  I think you should go there now and get a copy…I don’t think this one is going to warm the shelves!

So how did my unboxing and initial play go?  Read on for a review!

Packaging

The Duel Decks, Zendikar vs. Eldrazi, came in the same kind of package as the last few.  It doesn’t use heavy plastic, but lighter more recyclable stuff.  It is made of thin poster-style cardboard.  Getting the seran wrap and the cardboard off reveals a thin blister covering a thicker black tray.  Here are the pieces that I removed from the package.

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You get two premium foil cards, “Avenger of Zendikar” and “Oblivion Sower.”  The Avenger has Landfall- Whenever a land enters the battlefield under your control, put a +1/+1 counter on each plant creature you control.  This card is a re-print, and the wizards stress that it will not be Standard legal.  Oblivion Sower is a new Eldrazi.  When it is cast, the target player exiles the top four cards, and you get to put any number of lands from the exile onto the battlefield for yourself.  (WHAT?  there is going to be some mill-exiling in the next set!)

The other things you get with this set are the two decks, (obviously,) two pieces of paper, one a reference card and the other propaganda with a deck list, two deck boxes, and TWO COUNTER DICE!  This is new, and quite a surprise!  These decks usually come don’t come with counters!  (The wizards recently began putting out fewer event decks, which usually included one.  I suppose this is a refiguring of their resources maybe?)

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The two deck lists…important!  While I generally throw away the reference guide, I keep these.  (I know…the information is on the internet.  This is how I am “prepping!”)

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The art is good.  Aren’t the Eldrazi ugly things!  They look like mutant-jellyfish-human-aliens.

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I am going to go over the Zendikar deck first, photographing the cards, and mentioning what is good about those cards specifically.

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The first cards are the rares.  This is something I have noticed recently about the intro decks as well.  Rares are on top.  No matter what kind of card they are.  Probably the most notable here is Primal Command, a real game-changer.  But none of these are junk rares.  Every one of them is good.  And Veteran Warleader has the potential to be HUGE.

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Lots of cards with landfall.  These cards would make Garruk very happy!  Large creatures that fight and love ramp.  Also notable, the card with level up.

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Khalni Heart Expedition and Harrow are two ways to trigger landfall on your opponents turn.  There are other ways, however.

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Repel the darkness….feels like a blue card.  And then their is Sheer Drop, a new card with Awaken.  (Awaken turns your lands into “man-lands.”

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You get these lands.  Pretty good…the non-basics are sort of average for Duel Decks, though.  (Refuges.  Gain life.  Evolving wilds, and then Forestlasher Grove, which is there for flavor.)

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And FIVE plant tokens.  Another new addition!  (If you’ll recall, regular readers.  I was quite critical of Elspeth vs. Kiora because it didn’t come with adequate tokens.)

Clearly Landfall has to work in order for this deck to win!

Now the Eldrazi deck.

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Vampires, Imps, Hellions, and Eldrazi.  Many bad guys.  Why the bad guys would want to side with Eldrazi is beyond me.  They consume everything, regardless of alignment.  Notable is Dominator Drone, who has Devoid and Ingest.  Devoid means it is colorless, regardless of its required mana cost.  Ingest exiles the top card of their library.  (Remember what Oblivion Sower does?)

We also have It that Betrays.  A reprint.  But notable.

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And now some of my personal favorites.  (Remember, my color is Black!)  Vampire Nighthawk.  AWESOME!  Read the Bones.  Terrific!  Smother.  Can you say “Tiny Leaders?”

There are also some more Eldrazi.  Ulamogs Crusher and Artisan of Kozilek.

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I’m highlighting Corpsehatch because it mentions the 0/1 Eldrazi Spawn.  They are essential to making this deck work.  This deck ramps with them, but also requires sacrifices.

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The lands.  Refuges, Fetches, and Eldrazi Temple for flavor.

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You get these five tokens.  Three different printings of Eldrazi Spawn, and a 4/4 Hellion.

Duel Decks are maybe the most flavorful regular releases from the wizards.  These tokens really add to the story of what is happening during The Battle for Zendikar.

HOW THE DECKS PLAY OUT.

Me and the SpartanKid have played four matches, and it is 2 and 2.  (2 wins for each deck.)  This makes it great for me to write a review!  But it also says something about the decks being balanced against each other.

Both decks are ramp decks.  Both decks use tokens.  Both decks have very large creatures, however the Eldrazi have an edge here.  On the other hand Zendikar can do something with its tokens besides sacrifice them.

The first two matches were won by the Zendikar deck.  Primal Command was an ESSENTIAL card to play correctly.  When Avenger of Zendikar entered the battlefield, lots of plant tokens were produced.  Then the Avenger was targeted and killed.  But the Primal Command lets you shuffle him back into your library and then tutor him back out.  Awesome!  So that meant even more plant goodness on the next turn.  The turn after that, Evolving Wilds became the important card.  (THAT’S RIGHT! Evolving Wilds is GREAT in this deck.  Probably the only way, though.)  When the evolving wilds entered the battlefield, it triggered Landfall on the avenger, and all ten of those plants got a 1/1 counter.  Then you crack the Evolving wilds and get another land, triggering Landfall again.  And GG!  You just swung for 20+!

And all of the ways the deck gets land and triggers landfall really make it work.  While it is a fattie beatdown deck, it is more of an overrun deck.  Even if the Eldrazi sweep away the plant tokens with Marsh Casualties or similar, the creatures in the deck are still pretty formidable.  And every game we’ve played there has been like fourteen or more land on Zendikar’s side of the battlefield.  Then there are tricks like Retreat to Kazandu…an enchantment that has landfall abilities that either put counters on a creature or gain life. Remember, Evolving Wilds is GOOD in this deck.

The second two matches were won by the Eldrazi deck.  The Eldrazi win by finding advantage by producing Eldrazi Spawn tokens, which can be sacrificed for colorless mana, or sacrificed for other purposes.  They also can just be blockers if you are in a pinch.  Which seems to happen quite a bit with this deck.  There are chump creatures, the tokens, and then the massive Eldrazi which are normally un-castable, so you have to buy as much time as you can.  

A couple of favorite tricks…Butcher of Malakir…whenever a creature you control dies, the opponent has to sacrifice a creature.  Meaning that the Eldrazi Spawn tokens become Cruel Edict, but at instant speed.  YAY!  There is synergy here with Bloodthrone Vampire…he gets bigger when you sacrifice things.  These kinds of tricks work really well in Commander.  But with the level of ramp found in this deck, you get to use them here!

So that tells you the other half of the story.  The Eldrazi themselves are winners.  Period.  They can be removed, Ousted, Etc. But they are winners if not answered.  Ulamog’s Crusher and It that Betrays have Annihilate 2.  The opponent has to sacrifice two permanents when they are declared as an attacker. Artisan of Kozilek has it also, but when you cast it you also get to reanimate something from the graveyard.  The new guy, Oblivion Sower, hasn’t shown up yet.  He is meant to have synergy with the new cards with Ingest.  The deck has a few Dominator Drones, and when they attack the player exiles their top card.  Playing Oblivion Sower puts even more cards in the exile zone, and then you can put the exiled lands into play for whatever nefarious purpose you have planned!

Of the two decks, I prefer the Eldrazi.  All those vampires and black cards are just really good.  But there is no denying the goodness of Primal Command and all of the Landfall abilities the other deck can swing.

I’d say this is one of the funnest duel decks I own.  It is every bit as flavorful as Elves vs. Goblins and Liliana vs. Garruk.

SpartanNerd Rating of Zendikar vs. Eldrazi Duel Deck…

I have to give this deck a solid 5/5!  The only real complaint I have is similar to the other complaints I have had about Duel Decks.  This time the deck comes with lots of tokens, but those tokens don’t fit in the boxes.  In fact, you can only fit two plants or two Eldrazi Spawn in either deck with the rest of the cards.

This product has flavor, is fun, has allternate art cards (I hadn’t mentioned that!) ,and comes with plenty of tokens and TWO life counters.  The Wizards went over the top this time.

SpartanNerd rates Duel Decks:  Zendikar vs. Eldrazi a 5/5.  Do you agree or disagree?  Let me know in the comments!

SpartanNerd and SpartanKid Unboxing and Review…D-Arts Vile

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D-Arts Vile is the first villain for Mega-Man X that we have at the SpartanNerd household.  How do I know he is a villain?  Who’s name is “Vile?”

Vile comes in this nice window box.  I am going to apologize up front about some of the pictures in this review.  It seems my lights have gone out for the light box.  Here is the item photographed on the kitchen table.

The box shows the figure nicely, and the side is similar to the other D-Arts figures we have opened.

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The parts all come in this nice blister.

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Here are some of the accessories.

You get alternate hands.  Cannons for the back.  Different barrel ends for the guns.  Chain gun ammunition.  Knee guns (not pictured), and What??  Some kind of beverage!

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Not really sure how this works, since he doesn’t have a mouth…at least he doesn’t have an alternate face or removable helmet.

The SpartanKid thinks this during must be Coke.  I think sweet tea, though.  It is a detailed piece, with ice cubes.  You can remove the contents to have an empty cup as well.

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The figure has excellent articulation.  He has movable wrists, elbows on a hinge, biceps swivels, ball jointed shoulders, a ball jointed head.articulated torso, moving waist, ball jointed hips, double jointed knees, and ball jointed feet.

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Vile looks menacing with the double guns attached to his backpack.  SpartanKid says that only rarely is Vile seen with both guns armed in the video games.  (Maybe even never.)

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The knee gun is an interesting feature.  The SpartanNerd would like to say that it was very difficult to achieve.  Mostly because the gold ring around the upper part of the figures boot doesn’t want to let go, and is necessary to put the knee gun on properly.  In fact, it was highly frustrating, and will be rarely done.

Following are a few action poses versus other figures in the D-Arts line, so you can compare.

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SpartanKid has a few statements to make about this figure…

“The guns are pretty detailed and an essential accessory for this figure, for he’s never seen without one of his precious cannons.”

“He looks pretty cool without the shoulder pads, because it appears as if he’s been fighting for awhile, and they got knocked off.”

“His feet are different, made for flying.  I like that they made them different.”

“The blue backpack on his back were originally used for flight until he was upgraded with feet thrusters  (Mega-Man X-3)”

SpartaNerd Rating of D-Arts “Vile” is 4/5.  The figure is well articulated and beautifully painted and detailed.  It comes with lots of accessories.  However, there is a little problem with changing the knee guns.

SpartanNerd…Dual Deck Anthology Vacation matchups.

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The only Magic cards I took with me on my recent vacation was pre-constructed decks.  I took the entire Duel Deck Anthology box, and stuffed it with loads of Commander, other duel decks, and the solitaire decks.  The box was great for transporting my cards!  (I removed the tray for the first time, and discovered a Serial Number!

I held two memorable Duel Deck matches with the SpartanKid, before our interest shifted to testing the French Dark Ascension deck I purchased.

Following is a record of what happened during those two matches!

Elves Vs. Liliana

The match was generally unfair at first.  I was piloting Liliana, of course, and knew what I was up against.  I kept a hand full of removal!  I knew it would be important to keep as many elves from sticking to the board as possible.  At around turn six, the SpartanKid wasn’t having any fun.  He began saying,”This isn’t fair!”  Deathgreeter ensured that I kept gaining life as creatures died.  Lucky for him, I was out of removal.  But I had Enslave ready because I knew eventually the SpartanKid would try for Allosaurus Rider, one of the Elf deck’s most insane cards, controlled by one of Liliana’s most broken cards!

True to form, he played that Allosaurus Rider, and then I hit it with Enslave.  .

It was Lys Alana, Huntmaster that landed next, and I had no response.  The game became very grindy, eventually getting lots of traction for the elf deck.  That Allosaurus Rider went down to the Voice of the Woods token.

Down but not out, I cast Rise from the Grave, getting the Allosaurus Rider back, and even better than ever late in the game, with ten lands on the field!

But all of this effort was not removal.  Imperious Perfect and Ambush Commander hit the battlefield, and the game was pretty much over.  In fact, Liliana Vess was the final thing I cast.  Too little, too late.  It was GG.  Elves took the victory!  I was two turns away from Mutilate, which would have totally shifted the game back in Liliana’s favor.

Later, we would play Divine vs. Liliana.

It all seemed grim.  The Angels were truly beating down Liliana’s deck.  (Recently, when I read the fiction put on the Mothership Site, Liliana would remark that Angels were “goody two-shoes.”)

Then I drew Liliana, and used her to tutor up Mutilate in the face of Twilight Shepherd and Akroma.  But Twilight Shepherd has that pesky persist ability, and also brings things back to the battlefield from the graveyard that died on the same turn.

And that was pretty much it.  The Divine Deck truly is a casual masterpiece of destruction!  Really, almost none of the decks can stand against them except for Jace and Chandra…Jace who controls and cancels and bounces angels, and chandra who burns everything except Akroma, (but it doesn’t matter, because it takes so long to cast Akroma.  However, the life gain of the Divine deck can be frustrating against burn.)

(I posted a review of matches between Liliana and the Angels once before, and had different things to say…)

The Duel Deck Anthology has proven to be one of the greatest gifts for a Magic player.  It was reasonably priced.  Resaonably rare.  Reasonably cool.  And nicely archival.  I hope the Wizards release more of these Anthologys in the future.  I am a dedicated purchaser at this point!

SpartanNerd and SpartanKid Unboxing and Review…Sengoku Astray Gundam (SD)

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Once again…a SD model of a Gundam the SpartanNerd has no investment in.  The title clearly says it is from “Build Fighters.”  I watched about one half of an episode of “Gundam Build Fighters Try” on Netflix.  The Japanese (no offense intended,) plus the presentation of the characters, and just the show in general didn’t agree with me.  I get it.  It’s just not my thing.  The SpartanChildren, however, eat it up.

SpartanTeen tells me that the correct pronunciation for this model is “Astree”.  Don’t know if that is true.  When I see the word “astray,” I think, “All we like sheep have gone astray.”

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Here are the parts before assembly.  It took SpartanKid about two hours to make this.  He is nine years old, so…

I helped a little.  You have to really clear the “nubs” off of the pieces after you break them from this blister.  Also, the pieces are meant to fit together tightly.

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The instructions were easy to read, but in Japanese.

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You also get an apparent advertisement for the Gundam markers and pens, and a Manga comic, just like the others in this line I have reviewed.

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The assembled model looks like this.  The two swords are very nice.  But it is the headpiece that gets your attention!

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He is really busy, and so doesn’t seem as posable as some of the others in this line.  He also tends to want to fall apart.

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The SpartanKid assembled both of these…so here are some statements from him.

“Astray looks really awesome and is pretty solid, except for the arm, which keeps giving me problems…it wants to come off and come apart.”

“I like the coloration, and the parts are unpainted, so you can choose how you want to paint it.  I am going to paint it in a few weeks.  I don’t know what colors yet.”

“I forgot to put the stickers on it for the most part.”  (Plans to use the stickers later.)

The SpartanNerd rates Sengoku Astray Gundam 3/5.  The markdown comes from the limited articulation and the fact that the  pieces want to come loose, especially the arm.

Otherwise, the Astray is pretty cool with the huge headress and the two swords.

SpartanNerd and SpartanKid Unboxing and Review…D-Arts Megaman X (Ultimate Armor X)

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SpartanKid purchased D-Arts Ultimate Armor X with some money that he saved up.  It was $47.29 on Ebay.  The other figures in this line have been excellent.  Does Ultimate Armor X measure up?  Keep reading to find out!

(Link to SpartanNerd Unboxing and Review of Megaman X Black Zero)

(Link to pictures of Megaman X…no review was done for that figure…)

Megaman X came in this window box.  There is Japanese writing all over it, except for the branding and the name of the character.  I suspect the words in the black under the window explain that this is the Ultimate Armor version.

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The back of the box shows some suggested poses for Megaman X.  Everything is in Japanese…so…

The sides of the box deliver just as good of an experience as the other toys in this line.

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Opening the box you see this double blister tray.

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You can see all of Megaman’s parts and accessories in this tray.

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You also get this nifty sheet of instructions.  Good thing there are good pictures!  I need to scan that QR code and see where it takes me.  (I did.  The site is in Japanese, with no translation button evident.  It appears to have a shopping cart, however.)

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Megaman X looks like this standing up.  His big feet insure that he doesn’t fall over.  Noteworthy, those feet have two rocket boosters on the soles, as opposed to one on the other figures.  I suppose this means he flies faster…

(SpartanKid tells me that the others can’t fly at all!  Zero can double jump depending on your upgrade.)

He has some gems that are very evident…this alongside the blue and gold color scheme as well as the purple armor color makes this character very colorful when compared to Black Zero and regular Megaman X.

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These were the accessories that came with Megaman X (that weren’t currently on the figure…with exception to the face for comparison purposes.)  One face is shifty eyed.  One is screaming from battle.  The other is normal.

The green blast is from a halfway charged shot.  (According to the SpartanKid.)

Megaman X comes with an arm to change out the buster cannon, and two extra hands.  The other round thing is the end of the buster cannon to use the charged shot.

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At first I thought the shifty eyed face would be kind of dumb, until I saw this pose.  It looks spectacular!

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The screaming face lets you do a Mortal Kombat inspired uppercut.

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Megaman X firing the halfway charged X-Buster cannon….

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The SpartanKid said that Ultimate Armor Megaman X doesn’t always have the wings out on the backpack.  The wings are removable for those special times.  I really like the circuitry details on the backpack.  (This detail is all over the figure…his plastic is semi-transluscent, giving a very cool effect.

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Comparison Time…(Oh, Pixel Dan!)

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Black Zero is still in good shape.  Regular Megaman X has taken some…abuse…his arm had to be super-glued into place after over a year of rambunctious SpartanKid play.  Really a testament to the surprising durability of these figures.  As an adult, I would expect as much from figures that cost so much.

We didn’t take any pictures, but the accessories are all interchangeable, as are the faces.

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Here is a battle pose between Megaman X, Black Zero, and Axl.  Note that Axl isn’t a D-Arts figure…

SpartanKid has some things to say….

“Ultimate Armor X has a lot of details not evident in the games.”

“In Megaman X 5, Ultimate Armor X is a cheat code, and an unlockable thing…(the same for Black zero as well.)”

“One of my only complaints is that he DID NOT come with a Z-Saber…Like he had in Megaman X 6.”

SpartanNerd Rating of D-Arts Megaman X Ultimate Armor version is 5/5.  While Black Zero had an issue with the pegs for the hands right out of the box, no such issue has been apparent on this figure.  This figure is over the top as far as details, accessories, articulation, and posibility.

SpartanNerd Rating of D-Arts Megaman X Ultimate Armor version is 5/5. Do you agree or disagree?  Let me know in the comments!