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Pojo's Shaman King TCG Card of the Day

Kanna
Tube-Topped Terror

Type - Teamwork
Card Number - REI_050

Card Ratings
Tournament- 4.25
Casual- 3
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 - 07.15.05

 
 

andys
islands

Finally, this week we get "Kanna; Tube-Topped Terror." This really shows that Upperdeck actually cares about the hard-core Shaman King fans. "Tube-Topped;" Are they even allowed to say that? Also, Upperdeck shows their love by keeping this card art exactly the same as in the Japanese OCG (which as nothing to do with the English game). Tattoo, cigarette, and clothing, all remain intact. There is more to Kanna Bismarch, than art. Let's look at the rest of the card.

I think you got the trend, today is another card with a Zeke trait. The card cost is 1 red furyoku. Same old rant again, I just don't like using red furyoku for teamworks unless they are very important. Also this teamwork is a rare card.

Her effect states that "Green --> If you counterattack from Kanna's Zone, your opponent doesn't replenish furyoku of the same color as Kanna's zone." That green cost needs to be paid every time you want to use the effect. Since there are 3 zones, let's do a detailed look at what happens when you play Kanna in each zone.

Green Zone: Once you pay for the card cost (1 red), then you need to also pay another green furyoku (from what you most likely got from replenishing) and attack. Then in the next turn, your opponent doesn't replenish any green. You are forcing both you and your opponent from getting any green furyoku with "Kanna" in the green zone.

Yellow Zone: You go down at least a red and a green furyoku to use the effect. During your opponent's turn, he/she gets a green and counterattacks. You happen to land back in the yellow zone, pay another green, and counterattack. Then your opponent gets another green. In this zone, your opponent is getting green furyoku while you are being left out to dry.

Red Zone. Once again, you lose a green and a red furyoku. Then your opponent gets a green and yellow furyoku from replenishing and counterattacks from the green zone. You stubble your way back to the red zone again, counterattack, and lose that green from replenishing. Same idea as from the yellow zone, but this time your opponent gets even more furyoku.

Of course there is many other factors that could change the outcomes, such as your opponent not counterattacking from the green zone. But since your opponent always starts in the green zone, that's something you got to think about when using this card. "Kanna" is great green furyoku control card when played in the green, but in the yellow and red can be helping your opponent more than yourself some of the time. This card is pretty dangerous to yourself if you don't know how to use it, so I wouldn't play it in Casual. You won't be pulling too many of these in Sealed, but if you get 2 for a Green Control deck, I wouldn't see it as a problem. As always, for tournaments, watch what furyoku you use, since you might see this card against you.

Casual: 3/5
Tournament: 4/5
Sealed: 4/5
 

Blank Zero

Name: Kanna, Tube-Topped Terror
Number: REI_050
Cost (G/Y/R): 0/0/1
Type: Teamwork
Rarity: Rare
Trait: Zeke
Text: "Green >>> If you counterattack from Kanna's zone, your opponent doesn't replenish furyoku of the same color as Kanna's zone."

In the final day of Hanagumi week, we wrap things up with the rare card of the three, the fiesty...blue haired... Kanna. And, indeed, like her subtitle might suggest, she is wearing a tube top. But how much of a terror is she really? Let's find out in today's review.

This card rocks because:
-It can affect furyoku that your opponent doesn't even have.
-In the lower zones, you're getting a high payment-effect payoff.

Well, this card pretty much acts like Center, without charging, but for the cost of a green instead of a green and yellow. By which i mean to say, it moves you up a zone with regards to how much furyoku your opponent replenishes. Plant Kanna in the green, keep up a strong defense, and your opponent will never get any furyoku at all. Plant her in red, a few late counters, and you can easily starve a red-hungry deck. And the cost is always a green, unlike Mari whose cost was pretty much a kamikaze run.

This card sucks because:
-The card itself costs a decent chunk.
-It has limited mobility.

One red is a lot to pay for a teamwork. That's just a fact. Fortunately for Kanna, her effect uses no red, so she isn't shutting herself down like Mari does. Unfortunately, she also has none of Mari's mobility, by which I mean you're restricted to attacking furyoku in the zone that you planted her in, whereas Mari could hit anything from anywhere in the zones.

DANGER! Kids, don't try these combos at home:

Two words: Stalefish Grab. This card combos so well with Kanna that it's almost unbelievable. Depending on your opponent's force, Stalefish Grab can pay for several rounds worth of Kanna's effect. And launching Staefish Grab from a Kanna zone has the added bonus of abusing her effect early on.

Summary:

This card is far less of a kamikaze runner than Mari, and can have much more of an impact on the game than Matti. Combining her with either of those cards in a deck can really help you enforce a furyoku control strategy. Because she's less costly than Mari, she's more useful in Sealed than her blonde friend is.

Rating:

Constructed: 4.5/5
Sealed: 3.5/5
 

 


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