Card Shark 94: Rainbow Dash, Sonic Rainboom
Greetings to you, happy Super Bowl day, happy Groundhog Day, and happy birthaversary to our favorite rainbow-maned horse! Welcome back to Card Shark! To honor our little Dashie, I’m looking at what I consider to be her prettiest Ultra Rare card (it’s so shiny!). Does it live up to the hype? Let’s find out! Here’s my take on Absolute Discord’s “Rainbow Dash, Sonic Rainboom!”
When the impossible becomes possible! Par for the course with early set cards, the cost-to-power ratio on this thing is very uneven on the surface. One of these costs 3 AT and 4 Blue req, and you’re only getting 2 Blue power for your efforts. But she doesn’t have to start out like that! As she enters play, you stick three Momentum counters on her. For every Momentum counter, Dash has +2 power while involved in a Faceoff. With three Momentum counters, that’s a max of 8 power during one Faceoff! That is a lot of power, and it won’t stay around forever. At the end of your turn, you remove a Momentum counter from Dash. Essentially, for each of your turns after she is played, she goes from 8 power during a Faceoff to 6 power and finally 4. Once that final Momentum counter is removed, you must retire Dash. This is the definition of a temporary power surge. And it’s a pretty great surge too! No Competitive characters can reach that power normally (at least, without spending more AT to boost them further like Rainbow Dash, Best of the Best or Night Glider, Ambitious Aerobat). I wouldn’t say a temporary 8 power isn’t the worst thing, either. Believe it or not, there are ZERO cards with 8 printed power in the entire game, and let’s be real, that’s probably necessary. And the power doesn’t all immediately go away, either. She may only have 6 Faceoff power by the end of your first turn, but should your opponent start any Faceoffs involving her, that Momentum power counts there, too. Not to mention how digital screens don’t do this card justice - I have two or three of these and they are PRETTY. It’s bright, it’s colorful, it’s flashy. I miss cards with cool foil like that. That might be my favorite thing about this card.
You probably guessed that something about this card isn’t 20% cooler. Obviously, this card doesn’t have a long playing life. Once all those Momentum counters are removed, it’s bye-bye to Dashie. So you need to make the most out of those Momentum counters as long as they’re in play. I cannot stress that enough. Furthermore, and possibly more importantly, that’s also a steep price to pay for a card with 2 printed power that only gains extra power during Faceoffs. There are other, more common cards that can get you a giant chunk of power for a reasonable price without the threat of retirement, though most aren’t Blue. Tall Tale, Too Tall can be discounted depending on how many Earth Ponies you have at one Problem. Rescue Party, The Power of Friendship not only flips you an additional card during Faceoffs involving it, but it can’t be frightened by any Prince Rutherfords or Greater Wyrms. There are even Resources that can boost power while erasing abilities, such as Dressed Up and Clouded By Anger, but they unfortunately wouldn’t work well on this card since it would stop any Momentum counters from boosting it during Faceoffs. It sucks to say this, but compared to more recent Blue Super Rares and Ultra Rares, such as Night Glider, Overpowering and Daybreaker, Blinding Light... this card is not good. It’s overpriced and just doesn’t have enough of a decent power payout that other cards can’t easily replicate. Ah well. At least it’s colorful.
Here’s a few more cards that can taste the rainbow:
*Fluttershy, Acceptable Business Attire. Starting this list is something of a... weird play. Not sure if I’d call it techy, but whatevs. Acceptable Business Attire gives all your Pegasus Friends Persistent as well as having Persistent itself. If a Persistent Friend would leave play, you can frighten it instead of having it leave play. Maybe it would leave play through... retirement? Well, let’s say you take the last Momentum counter off of Dash and are ready to retire her. If you have this Fluttershy in play, you can frighten Dash instead and she won’t leave play! From my interpretation of the card text, Dash can exist in play without any Momentum counters on her in several ways, including this way. (If I’m completely wrong here, don’t hesitate to tell me and I will amend accordingly! This is just where my mind goes when I’m caught up on homework and don’t have any major issues in my life to worry about.)
*Twilight Sparkle, Zeroed Out. What’s one way you could effectively use 8 temporary power? How about Troublemaker farming? Blue is a great color to farm with, and there are many ways you could do this with Sonic Rainboom on the turn you play it. A good way to start might be getting a Troublemaker into play that you can challenge. Zeroed Out is one of my favorite ways to do this. When you play Zeroed Out, you search your deck for a Troublemaker and immediately put that Troublemaker into play face-up! It’s quick and efficient, and you even have more options in challenging the Troublemaker you find on that turn than you think. Most cards state you have to challenge an opponent’s Troublemaker, but cards like Pipsqueak, Class President and The Tree of Harmony, Trial by Friendship can bypass that. And if you don’t get to challenge a Troublemaker with that 8 Faceoff power? 6 is still nothing to sneeze at! Options are good.
*Finger Snap. Not much to say about this card. You pay 1 AT, you add another counter to one of your ready cards. If you can add at least one additional Momentum counter to Sonic Rainboom, you can have 10 power during a Faceoff and stall Dash’s retirement an additional turn. And that’s with one additional counter! One! Numbers are crazy and I have a love-hate relationship with them.
*Call in the Dream Cavalry/Defend the Hive!/Pirate Ship/Pegasus Chariot/any card that gives you a discount on moving Friends. When this Dash gets moved home after winning a Faceoff, most likely a Problem Faceoff, you want to pounce on using that temporary power as fast and as much as possible. This Dash doesn’t have Swift, so you’re stuck paying 2 AT to move her most of the time. That’s why it’s important to keep moving her cheap - you not only save AT for other actions, but you can also make up some of the AT you spent getting her into play. With Blue, I prefer having a mix of cards that can discount your moves, since Blue loves moving so very much.
Thanks for reading this Dash-tastic edition of Card Shark! Hope you’re not sick of Leaders and Legends cards yet, since my next Shark will feature another Friend from that set. I’ll be shifting back to my set cycle in a few weeks! For now, I hope you’ll come back to see what L&L card I pick to close this mini Set 11 celebration! Diamond out!












