The Wild Force cards were so underrated and forgotten until now. Set 5's Team card grants the warriors of Animarium the power needed to defend nature.
Wild Access!
Forgotten kingdom of Animarium Deck
Team card - Wild Force Power Rangers 5-059
x3 Red Wild Force Ranger 3-057
x3 Blue Wild Force Ranger 3-058
x3 Yellow Wild Force Ranger 3-060
x3 White Wild Force Ranger 3-061
x2 Lunar Wolf Ranger 3-062
x1 Lunar Wolf Ranger 4-069
x2 Red Wild Force Ranger 4-064
x1 Wild Force Power Rangers 4-070
x2 Wild Force Megazord 4-071
x2 Blue Wild Force Ranger & Yellow Lightspeed Ranger 4-072
Red Wild Force Ranger 5-054
Blue Wild Force Ranger 5-055
Black Wild Force Ranger 5-056
x2 Yellow Wild Force Ranger 5-057
x2 White Wild Force Ranger 5-058
x1 Red Wild Force Ranger P-070
Blazing Lion! Iron Bison!
Surging Shark!
Soaring Eagle! Noble Tiger!
If the top card of your deck is Wild Force, give these cards +1 damage. A 0 cost card doing 2 damage?! Having a pure dedicated Wild Force deck would guarantee the damage increase but the secondary effect of drawing the correct color is very unreliable. These guys have something to learn about working together, rather than just focusing a deck on one specific color
but when you can pull it off, the power of nature is unleashed and victory will be close at hand.
During set 3 and 4, these cards were realy unusable, no one in their right mind would play a Wild Force deck.
Take a look at the Team Card below from set 5, all of Wild Force's problems of working together with so many colors were solved.
With this card, the warriors of Animarium could work together and fight at full power.
The idea is, rather than taking a chance that the top card of your deck would have the exact color you're looking for, you would instead guarantee that card would have both 'Wild Force' and the correct color. You would want to play the above Rangers from set 3 when you have 2 copies of the same color Ranger in your hand, and send one to the top of the deck.
I'm not sure why you would want to draw the card and reduce your deck size, it could help pay for the cost for the Wild Force Megazord but that is the only Zord or Megazord card these guys have. Drawing is unnessesary if you're not using high cost cards.
Here you have a card that'll support the Surging Shark and Soaring Eagle, giving you such a good reason to play all the Wild Force colors. This card has 2 MAX, you have a 1 in 3 chances of rolling for MAX. Levels 2 and 3 are pretty terrible. The perfect timing to activate your [Assist] effect would be when you're on levels 4 and 5. The card you're sending from your hand to the Training Area could be immediately used to Assist with. Landing on level 5 is like rolling on MAX.
But it works best with the set 5 Blue and Yellow Rangers and their Assist value of 2 which will make your level 4 be like a MAX.
Remember, the Unite symbol would make this only a 1 cost card if you discard any Blue Wild Force Ranger card.
Now we have a theme going of low cost cards dealing big damage if you can get them to MAX.
Now a low cost card at all... but if you've been playing nothing but low cost cards, you can definitely afford to play this card. As all full team cards, this card is pretty much a guaranteed win but the 3 damage is very low. You'll have to make up for the low damage with the [Played] effect, if you don't have many Support, Zord or Megazord cards in the deck. However if you're playing the Team card, you'll only be able to have one none-Ranger card which is the Wild Force Megazord.
This card will easily deal 6 damage in a Wild Force only deck.
Fill the deck with all the Ranger colors, they might be a little bit of fillers, but when you're able to play this card for it's full effect it would be worth it having a few boring set 3 Rangers or colors you might not want to use like Black and White Rangers who have no support other than themselves.
The 2 cost Lunar Wolf was such a deck staple in the days before Team cards. How lucky you are to still be able to play this card while using a Team card. Idealy, you want this card in your hand on the first turn. Both cards revealed would be high cost cards with high Damage values to give you a really big card in the Training Area and possibly let you deal 4 damage on turn one while your opponent still can't defend themselves with their own Training Area cards yet.
3 cost Lunar Wolf Ranger is still having you scry a bit like all the other cards do but this time its of your opponent's deck. Check their decks for any [Damage] timing cards and obviously send them away so they don't activate. You don't want Robo Knight to prevent all damage when you just lost 4 cards from your hand this turn playing this Ranger.
There is no need to play such a high cost cards against decks that don't really use [Damage] cards. Samurai, Megaforce and Operation Overdrive decks are what you'll want to use this card against.
All 4 cost and lower cards would be at 0 power if you reveal all 5 as non-Ranger cards.
This could take down cards with multiple MAX, or if your opponent has a huge Training Area they've been planning on making a comeback with, it will be so wrong and so funny when you make their Training Area useless to assist with.
Does this make you want to play Wild Force now?
Enhanced cards would not be at 0 but also they wouldn't do much damage back at you if they do best you by going to MAX. Be careful of RED decks because a Shark Mode would sneak onto the field when you think you've won and hit you for 6 damage with the Scissors symbol. Shark would however not be a problem with the new White Ranger card.....if you keep reading. Which once again proves it is good to run all the colors of the Rangers.
Rock Paper Scissors? Nothing too interesting here. If you're up against a bad match up, hide from their threatening RPS symbol to not take as much damage. Changing your own symbol to deal Bonus Damage is not so impressive, as you already have a 1 in 3 chance of doing that just by luck of what your opponent plays down. Any 2 cost card could do that and deal 4 damage.
But, use it to your advantage if yiu have to, and if you're willing to use up Training Area cards if you need to go to MAX. The real usefulness of these guys is being an extra matching color for your Team card combos and for the Unite card.
Yellow almost guanteeing a win if you have a card in the Training Area could scare your opponent into not playing Megazords this turn.
White Ranger is for the most experienced of players. Don't like surprises? Good, eliminate them. Your opponent will think twice of playing any cards in the Extra Summon or Enhance cards.
Hey Shark Mode players, this card is a Scissors symbol and weak, you want a bite?
Take 3 damage!!
All these set 5 Rangers require damage to have been dealt. You'll be losing pretty often since Wild Force has no Enhance or sneaky [Hand] timing cards. Even if you lose, this Red would set up the effects for the use of set 5 Rangers next turn.
Play the Red, next turn play White, put the Megazord on top, and its a very effective finisher combo.
This is one of the first cards ever released and it came with several other Red Ranger cards.
It is very much made for a Red Ranger deck in the true spirit of Forever Red.
If you have a Red in the Training Area, this works similar to Yellow Ranger of getting to MAX a little easier and you would not have to use an assist card if you land on your MAX levels and with the Yellow Ranger, you do.
4 damage for 4 cost is cheaper than playing the full team Ranger card.
Be careful of playing this when you only have cards in your Training Area with even numbers on their Assist value or cards with too high of an assist value because if you go over level 5, any 0 cost card or Enhance can get to MAX and take you out.
For the more Red centered decks that don't want to use the Team card.
Cole is Deker in a way. He has a few Samurai tricks.
Burn through your deck quickly with the set 3 and 4 Red Rangers that let you draw more cards so you can quickly draw all your Shark Modes. Set 4 Red Wild Force will deal 1 damage when summoned, you'll deal 3 more easily with Shark Mode, quickly ending the match if you draw all your Sharks. Adding [Hand] Ninja Storm Rangers in the mix would always allow you to deal Bonus Damage.
The Red Wild Force Ranger was part of the epic team up of all the past Rangers.
These cards work extremely well with the other Cole cards and opens up new strategies with all the other Rangers featured in Forever Red.
I give you the Burning Lion Forever Red Deck
x3 Red Wild Force Ranger 3-057
x3 Red Wild Force Ranger 4-068
x3 Red Wild Force Ranger 5-054
x3 Red Wild Force Ranger P-070
x3 Forever Red Rangers P-190
x1 Forever Red Rangers P-191
x2 Red Alien Ranger 4-105
x1 Red Alien Ranger & Red Zeo Ranger 4-104
x1 Red Mighty Morphin Ranger 4-110
x1 Red Galaxy Ranger 2-104
x1 Red Galaxy Ranger 5-065
x1 Armored Red Galaxy Ranger 5-066
x1 Red Space & Red Galaxy Ranger 4-085
x1 Red Space Ranger 2-067
x1 Red Time Force Ranger 4-073
x1 Red Lightspeed Rescue Ranger 2-044
x3 Red Samurai Ranger (Shark Attack Mode) 1-086
Cycle through the deck quickly with Red Wild Force cards to obtain your stronger Reds.
With half the deck being RED and 'Wild', many cards will be going into your hand.
For the turn you cannot Enhance into multiple MAX levels, you can team up with some Unite cards or play the Red Mighty Morphin card for free.
Dedicated to Ricardo Medina Jr
Stay strong through these tough times.