Aside from hearing tons of people complain about this card and seeing it in nearly every top deck I run into (and most that don't telling me they'd run them if they had them) I've personally witnessed its power first hand more then enough times that I think I have a good handle on the power of this card. My initial impressions so far have agreed with the complaining masses, this card is just a little too ridiculous. Now let me come out and say immediately, this card is beat able, I've beaten it many times in a number of different ways, but just because a card can be beaten doesn't mean its not too strong.
Here's a break down of the card when played as a soul card:
Killing Machine / LeBeau
LP: 1/1
Soul Skill: Increase one friendly unit's DF by [the number of cards in your Cemetery x 5.]
Cons
- Only 1 LP. Based on another thread the Japanese actually consider 1LP a Pro because it allows you to better control when the effect goes off. Most of the time I beg to differ and this is one of those cases, but its true being LP doesn't weaken the card much.
- It only works if you have at least 1 friendly unit. This is a flaw I've personally exploited, but exploiting it is often much easier said then done. To do it you've got to clear your opponents entire field and then iczer attack to forcibly activate the soul skill while there are no legal targets. That means you've got to be already dominating the game, in an even match this is almost impossible to exploit. Even then you've got to guess right on where the card(s) is(are), hit spots 3 and 4 but they got another copy in their fifth spot and you might still be just as screwed.
- Only is truly amazing if you've got alot of cards in your Cemetery. Well this means your probably not going to activate this card early in the game and maybe in the future if we get ways to remove cards in the cemetery from the game we will have another counter for this but currently this is an easily controllable con just by placing the Killing Machines in slots 3-5 of your soul cards.
- Useless against cards that ignore defense. Said cards are pretty limited in the first set and many are slow or one time uses that do small amounts of damage, if the effect is placed on anything of significant hp or featuring regenerative properties for many opponents they may as well immediately give up.
Pros
- Boost is permanent. One way or another your opponent has to deal with your boosted unit, its boost is not going away.
- Size of boost is at worst great, best ridiculous. Seriously, with only 1/3 of your card file gone (10 cards) its already a 50 defense boost, there aren't many cards in set 1 that can even scratch that. Get a little over half your deck (16) and you've got 80 defense, there are VERY few cards in the first set that get over that.
- Many of the starters have very limited options against it. If your running Refess for instance you have 1 card in your whole deck that ignores defense, light spearwoman, and her effect costs sp, hits a random target, has really low AGI, and only does 45 damage. If they find a way to keep killing her before she even gets a move (and rest assured they will target her) there's absolutely nothing you can do but hope to stall out and get a draw.
- This effect can single handedly win you the game. I kind of implied that a few times before but its true, if your opponent has no options to get rid of the boosted unit left, you could have been completely outplayed all game and proceed to make a come back thanks entirely to this effect.
- If you can get it on a re generator with any significant amount of sp even your opponent having ways to ignore defense a few times won't help them. The ideal example is zombie lord, 50 hp, every time he would be killed he loses 2 sp instead. Oh, and for 1 sp he can do 100 damage to a random enemy in range so he has the power to single handedly clear out your field while your coming to grips with the fact that you'll never be able to get past his defense enough times to take him down.
To me the big issue is that pretty much all of its con's can be easily avoided, yet its pro's include the ability to single handedly win the game for you. I don't think a single soul skill should have that much power atleast not with out some equally dangerous negative effect to compensate which this card simply does not have. Maybe my opinion of the card will change as more expansions are released and every clan starts having alot of easy to acquire ways of dealing with units regardless of defense but in this first set and especially given the cards we have access to, this effect currently seems too strong.
Thats my opinion, I'd appreciate to hear others opinions on it, and why you feel the way you do.


