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Pojo's Shaman King TCG Card of the Day

Reposition

Type - Mind
Card Number - REI-008

Card Ratings
Tournament- 3.75
Casual- 3.6
Sealed- 3.75

Ratings are based on a 1 to 5 scale 1 being the worst. 3 ... average. 5 is the highest rating.

Date Reviewed - 04.20.05

 
 


Dan The
Timid

Reposition
Advantage
Type: Mind
Cost: 1/0/0
Effect: Immediate. You may move a teamwork to an empty zone controlled by the same player.

Continuing Lily5s send off (I belive in english they were given some sort of odd french name but the exact name is alluding me at the moment) we go to another mind advantage featuring the rest of the members. Again I'm not familar with there names, sorry, but we've got the bleach blonde annoying leader one, the fiery red head, and the glasses wearing unrealistic blueish green haired one. I actually mentioned in mondays review that I felt this was among the cards I'd rather use. This card fits into my category of cards that at first glance I thought were trash but on later inspection found to be quite useful. Lets see if my investigation will make you a believer to.

Pros
- Extremely cheap
- Charge a zone
- Manipulate either your or even your opponents field

Cons
- Only mind shamans can use it
- Useless if neither player has teamworks, empty slots, or everything is already where you want it to be.

Overview: First off the "may" in this effect is very important. That means you can still play this card just for a charge or even just to reflip in the same zone (effectively tactical greening) if you don't want to or can't use its effect. I've seen alot of people use this mainly as just another way to charge zones and for that purpose its certaintly not bad. It has no negative side effect like ward off or spirit aim so if your already running 4 decipher the ruins and just want to charge a little quicker this can certainly fill said void.

Deeper Analysis: Of course there more to it then that. We reviewed Director's Cut last week and I think everyone agreed that moving around your teamworks can be pretty helpful. Its always nice to move things lower for better celebrations and less chance of teamworks coming up in the same green zone over and over when its already full. Also certain teamworks are just better in certain zones then others such as Jun Big Sister (you never want her in red if you've already taken 2 hits) or Tao En (You only want him in red if your enjoy losing alot). But it doesn't end there. Unlike Director's Cut you also can screw with your opponents teamworks. He got that perfect set up finally, that big bill down in red where he wants it, throw it back up to green. That Joco in yellow making your high red cost deck's life tough, throw it in red where he'll have to let you have a red back to use him. And Reposition is practically Kanna Tube Top's worst enemy since the effectiveness of her effect is based entirely on her zone (or best friend if your the one with the kanna).

Combos/Uses: Er.... I just listed a bunch of them... But basically a mind deck that cares about charging or runs teamworks that have ideal zone placement should defiantly consider this. Anywhere else and its still not bad, even if you don't run any teamworks its still a cheap zone charge and can mess with your opponents. But it is a little situational and its effect isn't always that helpful so I wouldn't consider it a staple.

Final Stat Breakdown:
Constructed: 4/5 (They will rarely win you the game but they will also rarely cost you the game. A very solid card as of the first set)
Sealed: 4/5 (See Constructed)
 

andys
island

Reposition

Today we finish off with the rest of Lily5 with Lilly, Sally, and Sharona in "Reposition." Sharona is blond, Sally is red, and Lilly is blue, in terms of hair color. As some may have noticed, they edited Sally's clothing in the dub anime. UpperDeck is kind to us true fans and keeps the card images as close to the original as possible. That is including the English text in the background. A few words got cut off from the picture, but a few letters were added. One line that was cut off from the original OCG card was "I'm not afraid." Which was at the very top of the card. I bet it's a famous poem or song lyrics of some sorts since Hiroyuki Takei likes to put cool stuff like that in. If somebody figures it out, let me know. Let's not worry about such minor details, and let's continue with the summery.

Another mind trait card. I don't feel as I should express which shamans that fits with again. A common is very easy to pull in sealed. Next it's cost is just a 1 green. I would almost categorize this card as a "throw-away." When you flip it, you use it's effect and not focus it, since it doesn't hurt you. Using this card to keep yourself in the same zone could help you a bunch. You could just have 4 of these in your deck in order to increase your chance of drawing more important cards by throw these cards away once flipping them.

Their effect is optional, because of the "may" in the effect. Immediate cards never reach the advantage area, I don't know if that's a good thing or not. I believe that's a personal preference. The effect is simply stated that you move a teamwork to an empty zone. This effect isn't as useful as it could be since you can't switch it with another teamwork in play. But an upside is that you can move one of your opponent's teamworks. Great for an general control deck (not just furyoku control). If you can figure out their deck type, you can make smarter choices of teamwork placement.

"Reposition" is very well rounded for deck types. Works great in control. A good pick for a "throw-away." And basically works good in any deck that uses teamworks. You might not always have the best of luck when flipping teamworks into the best zone. This card is a tiny bit better in casual format. You will know at the beginning of the game what type of deck your opponent is running. It most likely won't make a difference in the long run but continues the concept of "getting to know your enemy."

Casual: 3.6/5
Tournament: 3.5/5
Sealed: 3.5/5
 

 


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