Alan's Card Games

Publisher: Decipher
Releases: 2004
Decks: Starters (1P)

Megaman NT Warrior

Summary

The Megaman NT Warrior Trading Card Game is a card game by Decipher, themed around the Megaman franchise (specifically an anime series). In the game, you play with a chosen NetNavi to attack your opponent and deplete their deck. The game was available in 60-card starter decks and 10-card booster packs.

Card Types

Sets and Decks

The game saw a total of three sets released: Power Up!, Grand Prix, and Grave. There were also special tournament cards and promotional cards.

Each set had two starter decks associated with it, and each deck had 5 exclusive cards. Booster packs were available for all sets.

All sets include super rare and ultra rare cards. (Also worth noting is that starter-exclusive cards were foiled.)

Deck Composition and Contents

Starter Decks

Cards: Multiple Fixed Decks
Decks: Box Indicates Contents
Players: One
Size: Full Legal Deck
Rarities: Common, Uncommon, Starter
Rulebook: Included
Playmat: Included
Other Items: Survey Sheet

The six starter decks were each themed around a specific NetNavi (MegaMan and TorchMan for Power Up!, PharaohMan and ProtoMan for Grand Prix, and Bass and SharkMan for Grave). Each came with a 60 card deck (each including 5 foiled cards found only in the starter decks, including the namesake NetNavi), a rulebook, and a playmat.

Starter deck contents were fixed, and the boxes indicated which deck you would get. The decks themselves are a mix of common and uncommon cards, together with the 5 foiled starter-only rarity cards.

Worth noting: There were four different colored playmats available, matching the four resource colors in the game. I believe these somewhat matched the NetNavi in a deck.

Deck Rarity Analysis

As with .hack//ENEMY, the Megaman card game does rarity amazingly well (again, one of the best games from that standpoint). Each deck includes 5 (foiled) starter-only cards, and no rare cards, meaning that booster packs will not duplicate rares from your starter decks. The fact that the decks are also clearly marked with the character means you won't acquire multiples of the starter-only cards unless you intend to. Fantastic, all around.

Alan's Thoughts On The Game

I mostly started purchasing this game because "hey another game to collect" and "I like Decipher as a company and they are collector friendly". I opened multiple boxes of booster packs for the game (and unfortunately seem to have not saved the wrappers). This was very much a game I started buying for collecting, rather than playing.

But I have played this game a couple times, and I think it was enjoyable. I know nothing about MegaMan (much less the anime series) so I have no idea how good the theming is, but the mechanics feel good. Destiny returns from .hack as a somewhat-random (but controllable by deck building) number for game effects. Energy in the game (the power gauge) increases predictably, which I always like as a game mechanic, but there are effects which can manipulate it and you can also spend it to blast (to increase your strength). The main phase alternates players, which gives a nice back-and-forth.

Generally, like most Decipher games from this era, it's just really solid.

Resources