Ever since the GHEIST have been plagued by in-fighting, the security of their HQ has left a lot to be desired and suddenly they've seen themselves being infiltrated by dozens of spies trying to get their hands on precious information, which really is ironic! During one of their more tense meetings, Mini Mund and Toro agree that it's time to release Boomer from his "playroom" so he can secure all the surrounding sewers with his assortment of mines. But wouldn't you know it, although Boomer is the ideal lunatic for the job, he also has a memory like a dead fish, the upshot of which is it's now just as dangerous to enter the GHEIST base as it is to leave!
- Constellation of mines: Do 30 Poison Damage with Boomer
Advantages & Disadvantages
- His base power is 7, which is good for a 3*.
- His base damage is 3, but becomes 5 with fury, allowing you to 2HKO with other members of GHEIST.
- His ability removes three life points from your opponent every turn, after you've won with him.
- His ability makes him a good bluff.
- He is good against cards with damage reduction.
- The clan bonus cancels an opposing card's ability, which makes fights easier.
- His base damage is 3, which is low for a 3*.
- His ability is Revenge-based, meaning you must lose the previous round in order for it to activate.
- His ability is useless in the later rounds of the fight.
- Because his ability is Revenge, it prevents you from using him in the first round of the fight, which makes him predictable and means you can't get the most out of the ability since a turn has already passed.
- The minimum for his ability is 4, which is high.
- He has competition from the other 3* in GHEIST.
- His name comes from the sound made by bombs.