Is that because you blinded him? |
What makes Picaro so special is that he's one of very few ways Spike Brothers can generate actual card advantage. The clan's overarching theme is to exchange it's own cards for more power, thus forcing the opponent's hand to drain away even faster. Most of it's 'advantage engines' are actually 1 for 1 card trades rather than gaining cards as many other clans do. Whilst you can sometimes combine the skills to gain the new card from two skills whilst only losing one, this isn't always easy since those skills aren't all that common (and often need to hit). It's easier to simply amass multiple power-ups and then get the one lost card back, which is what Spikes are meant to be doing anyway.
So where does Picaro do well? Since The RECKLESS RAMPAGE introduced the Charge build, it should be obvious that this will support it. With it's other major stride - Shootdown King, Miracle Ace - working with charge units to conduct a blitz which also clears your own field, Picaro's ability to call it all back (either for keeps or to charge off again) really helps recover from those turns. The only downside is that the charge build is somewhat counter blast heavy, and the unflip engine is a Stand Trigger, which isn't all that helpful for most Spike builds. Still, Picaro can make a dangerous finisher and can pull back a field once your charge units have all left your hand.
For Dudleys, the situation is similar. Although Dudley Jessica gives them free superior calls when they stride Great Warrior, Dudley Geronimo, the latter is likely to get rid of them. However, the deck as a whole is a lot less resource-heavy than other spike decks and thus can save enough counter blasts to use Picaro to fill up the field once Geronimo's emptied it.
It's the Legion-era decks that gain the least from Picaro, or rather Bloody Ogle, because that's the one people play. With the deck's main gambit being break ride, legion, then burn 5 open counter blasts to launch 7+ massive attacks, there isn't anything left for Picaro to use. He's still useful, however - some days things just won't go your way, and the ability to make a field from nowhere is one of those generally good skills that you should probably make room for - and the Legion deck really doesn't need much from the G zone anyway.
In conclusion, it should be clear that Picaro does what Spike Brothers does - call units for extra attacks - but does so to a degree that no other card can manage. Thus it becomes a lifeline for the deck, giving it options for that game where the rear-guards didn't come or the opponent managed to live through the rush. Picaro shows off the hidden side of the clan that often gets lost beneath all the power gaining and throwing cards into the deck - they have the most flexible deck searching skills in the game, even above the paladin clans - and with some liberal interpretation of the clan's rules you can do something quite different.