Power Rangers: Heroes of the Grid Allies Pack 1 Review

The villains bring in a new dangerous general to their ranks or some horrific doomsday weapon escalates the fight to where the team just can't handle it.

You get five brand new playable character figures: Commander Anubis “Doggie” Crueger, Ninjor, the Zeo Gold Ranger, the Magna Defender, and the Phantom Ranger.
First, it cannot be understated how each and every character in this pack brings something new to the table and feels rewarding to play in their own right.
In addition to the characters having passionate fan followings in their own right, in terms of Power Rangers: Heroes of the Grid's overall meta, everyone here is high-tier.
If you plan on playing high level scenarios like Drakkon's Gauntlet or facing Master Vile, this pack is a must have.First, a closer look at Anubis Crueger the mentor and commander of Power Rangers SPD.
Bark Orders lets another ranger in the battle play a card then have it go to the top of their deck rather than discarded.
Then there's Judgment, where Cruegar can just add energy to the shared pool for a fight, ranging from just one energy against footsoldiers to a whopping three if the team is facing a villain.
Crowd Control only has two dice for damage, but if it targets a footsoldier card, you can immediately attack again with two dice on a different footsoldier.
Alternatively, Shadow Slash is a three dice card which is great for monster and villain cards, but you can drop one die to add two energy to the shared pool.But if Crueger really needs to deal serious damage to a villain, his three energy card, Shadow Saber will do the trick.
Considering the health of some cards can reach up to six –  or in the case of King Mondo's Sword of Damocles a whopping ten –  this one attack can shut down some devastating cards before they even go off.
The Delta Base Zord card can be exhausted to allow a player to recover an additional four shields worth of cards when they do the Recover action.
Then there's Crueger's ability of Squad Commander, which allows another player in a battle to, at the cost of one energy, perform an attack with three dice instead of playing a card.
It's a very underwhelming ability considering Crueger's whole deck is all about letting players keep cards, maximize damage on attacks, and enable combos by ramping up energy, but it's manageable.Next up is the Zeo Gold Ranger from Power Rangers Zeo.
The Lightning Rod attack is strong enough with two dice followed by one guaranteed damage on your target, but the Zeo ability to deal one additional damage to another card.
This makes the entire combat deck lean more on adaptability and support, allowing you to mix and match Zeo abilities for whatever situation calls for it.
This does lead to a hand that's always changing around, which does make long-term strategy a little trickier but it's a decent pay off.
It can be exhausted whenever a player takes damage to increase their defense by one shield, deal one damage to a card, and add one energy to the shared pool.
Finally, Showboating lets you just ignore all effects of an enemy card, although it does skip your next turn.
Even his Power of the Ninja ability and Ninjor Battle Mode Zord Card is all about keeping players in the fight longer with bringing cards back from the discard pile.
No one really knows who this character is, only that he pops up unexpectedly helps out, then vanishes.
His Cloaking Device ability allows him to move off the map completely, putting his figure on the character card, and most of his combat cards allow him to assist in any battle regardless of location.
Furthermore, most of his attacks and abilities, including his Zord Card Artillatron, ignore the Guard keyword, letting him penetrate defenses with ease.
But if you're looking to add some guerilla tactics to your game, the Phantom Ranger has you covered.The final character is the Magna Defender from Power Rangers Lost Galaxy.
Finally, if the right cards are discarded, his Magna Blade attack can ramp up to being five dice worth of damage that ignores Guard and can have its dice rerolled.
If you manage to get this Megazord out, you can move it to an area on the map, at which point any player who moves their character to that location or Recovers while in that location instantly powers up.
This is fantastic for a final push on a villain since it opens up actions and lets players be more reckless with big combos and attacks since they can just recover everything and get back in the fight.Much like the sixth ranger trope itself, if you need some extra help from some stellar characters for your game of Heroes of the Grid, then Ally Pack 1 is a must have.

2 months ago by Masoumeh Shafiei
Review

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