Bliss Magazine: Issue 1
TrainWreck s Reviews
Card of the Issue
Manfred of the Skeelz Clan
Stars: 4
Ability - Confidence: +1 life per Damage (Unlocked at max)
Bonus - Protection: Ability
8 Power, 4 Damage at Max
Manfred reminds me of Magneto, honestly.
A...
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Bliss Magazine: Issue 1
TrainWreck s Reviews
Card of the Issue
Manfred of the Skeelz Clan
Stars: 4
Ability - Confidence: +1 life per Damage (Unlocked at max)
Bonus - Protection: Ability
8 Power, 4 Damage at Max
Manfred reminds me of Magneto, honestly.
A really cool, teenage Magneto.
His powers allow him to
move things with his mind.
Manfred has diverse uses, based on if his ability is activated.
- Manfred works well as an after-victory bluff.
I have done this several times, claim a win with Sandro
and bluff with Manfred.
Your opponent will usually overpill by a few and leave you 3-4 pill gap to use to
your advantage, possibly Jay.
- If trying to use his ability, it may require a few more pills than your average card, as people don’t want
to allow a wide gap to be made.
(A Gap of 8, 10 with Timber, 12 with Fury, 14 with Fury and Timber)
- He also works extremely well without his ability.
Picture this hand: Caelus Cr, Manfred, Redra, Praxie.
The two ways I would play this are:
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