Rapidly Flying Apprentice
As I was sitting around thinking about which Dragon to do a Card of the Week on first, I realized that my favorite File of the moment was my only Falkow Card File that doesn’t have Dragons in it. I’m talking about my Azure Beastmaster File, but of course the man himself is not exactly exciting enough for an entire article. The one card in that File that does deserve some space is one of the most unique cards in the game: [card=275]Rapidly Flying Apprentice[/card].
Level 1 means SP isn’t an issue when bringing her out, although being a late game card it’s more a matter of having a turn free where you don’t need to bring out a monster or use an Open Skill. Her 10 hit points hurts, especially with the popularity of Exploding Spores. Protecting her is a big pain, and if you’re spending one SP on her Action Skill and one SP Reviving her every turn, she can get expensive fast. AGI 3 is fair, and once you use her Action Skill once her exact place in the turn order becomes less important. You use your skill, he moves, repeat. As long as your alternating, it’s fine. The only issue might be using her power on another AGI 3 unit, because a tie could result in him getting two moves in a row.
Let’s talk about her Action Skill in detail. For 1 SP Confusion Spell switches the enemy’s front and rear rows. His archers and support characters are now up against your front row, and his RNG 1 front line fighters are now in back, where they can’t do anything. It sounds like all fun and games for you, but actually it requires quite a bit of finesse to pull off correctly. For example, clobbering his archers sounds fun, but if you kill them all before his heavy hitters in the back get to go, then you might accidentally clear the way for them to pound on you. Also, he might be able to move one of his guys in the front out of the way, allowing his former front line to attack. When using Rapidly Flying Apprentice you have to take a very careful stock of the field, who could move where and when.
If the enemy plays lean, with three or less units on the field, then he can just move them all into one row to gain immunity to your ability. You should be ready with a row-clearing effect, maybe hidden in your Soul Cards. Also, speaking of combos, the Apprentice is an awesome combo with Falkow Favorite Vordore.
Very few people know this, but Vordore has TWO Skills. No really, Azure Dragon’s Tactic isn’t the only thing he can do. Read the card again, trust me. Strategist’ Plan sets RNG=0 for a target unit in the back row, and it’s an Auto Skill. Normally, cards in the back row are just there making SP or staying alive until they need to be sacrificed, but with the Apprentice you can actually move a useful enemy into the back row and then debuff their range! This is great, because a lot of front line cards can still be used from the back row, like Gowen favorite Blitz Soldier, or Magic Scythe Soldier, or Deep Squid. Also, this makes the Apprentice useful even if the enemy only has one row, just so long as it’s the front row.
Rapidly Flying Apprentice’s Soul Skill is another unique one, and another winner. Returning disengaged units means it works well for a send to cemetery trigger, or if you’re lucky and the opponent’s big gun hasn’t gone yet when he Iczer attacks you. Of course, it only works on level 5 and over, but if you find yourself facing a lot of Dragon Card Files or Rougeerst Soul Skills, it might be worth it. Losing 7 SP worth of dragon can be especially crippling to any Sphere.
So don’t let the Moe get to you and give her a test flight. She’ll definitely give you some flexibility, and that’s something that can help any Falkow file. Also, let’s not forget that at 1 SP she’s well within the reach of any Sphere.
"Scissors are overpowered. Rock is fine." -Paper