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Pojo's Shaman King TCG Card of the Day

Conchi Kick

Type - None
Card Number - REI082

Card Ratings
Tournament- 4
Casual- 2.5
Sealed- 2

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

Date Reviewed - 03.30.05

 
 


Dan The
Timid

Conchi Kick
Strike
Type: None
Cost: 0/1/0
Stats: 4/3
Effect: Your opponent loses a green furyoku.
Flavor: "I'm Conchi, although others assert, that I'm rude and fight only in spurts..."

I'd like to first start by mentioning that although at the time of typing this there is no erratta up yet, its be said by UDE reps on the boards that Conchi Kick will be errata'd to only work when you counter attack with it, thus I'm going to review it as if it said that now. I'd also like to point out the fact that like Ponchi, Conchi appears to be jumping, possibly punching upward, but does not really appear to be kicking (you really have to use your imagination) so the name doesn't really make much sense... Anyway on with the review. Of the conchi and ponchi related cards in the first set Conchi is the only one who isn't guardian typed but he does stick to their apparent theme of furyoku control. Every deck has access to him, but not being typed is he too expensive to be worth it, lets take a look:

Pros:
- Cheap at a yellow
- Opponent loses a green

Cons:
- low int
- Punishable force
- Opponent only loses green if they have atleast 1

Overview: Conchi is very similar to Ponchi in that it doesn't cost much, it can block opening attacks and high intercepts but nothing substantial, it sends back a relatively weak attack, and elimanates an opponents furyoku. 1 yellow is about the equivalent of 2 green so they are about the same price more or less, Ponchi gets rid of red where as conchi gets rid of green so clearly Ponchi is better from that stand point. To make up for this Conchi has 2 more force and also happens to be typless.

Deeper Analysis: So then does that mean Conchi should get a similar review to the Ponchi Punch I reviewed monday... nope. Their are a couple key things. First off, when your that low, the difference between 1 and 3 force isn't much. It could occasionally save you from a volatile exhumation or an extra use of venster the punisher but in general its not going to make any difference, its a small, easily returnable, and easily punishable force. Whats more, while destroying red can be crippling to just about any deck, green is a far less vital furyoku source. Losing a green can be annoying but its rarely game changing. And while paying 2 green to destroy 1 opponent's red was very economically sound, paying a yellow to destroy a green is not the best use of furyoku.

Combos/Uses: Well obviously Conchi might still find a place in a pure furyoku control deck, in such a deck your opponents deck will be constantly on the verge of being out of all types of furyoku so even losing a green can really make a big difference. If combined with Joco he only costs a green to play making him even more economically sound. Combined with the Matti teamwork and you can blow away huge chunks of your opponents green pretty quickly.

Final Statistical Breakdown:
Constructed: 2/5 (there are some deck its ok in, for most deck though I think there are just better options)
Sealed: 2/5
 

andys
island

We kick off today's CotD with Conchi Kick, Ponchi's partner in crime. Both of these cards were in the Japanese OCG in the 2nd booster set, which has nothing (besides card art) have to do with the English game. So don't go out and buy the Japanese cards and think you can play with them for the English game.

One yellow isn't a bad price. Simple, clean and quick. I just hate paying lots of different furyoku. Also, no trait limitation.

His stats are much better with 4 intercept and 3 force. It's not nearly has bad as Ponchi's force. It can block the Opening Attack, but it's force is still lacking. An Advantage card could help power that force up to make it more usable. Most likely stoppable, but at least give your opponent a run for his/her money.

His effect basically negates your opponent from replenishing their green zone. You remove it, and then they fill it back in. An effect that is hardly worth it by it's self. If you using a furyoku control deck, I can see this card being used in it. Limiting the use of your opponent's green furyoku so they have to overpay with yellow and red. His stats (as in intercept and force) do make him playable in that type of deck.

In summery, he can be good card if you build a deck around his effect, and his stats make him playable. You run him in a Green furyoku control deck, run at least 2 or 3. In sealed you may get 2 of these, but you will lack other support, making his effect not as effective towards your opponent. Reviews below are based towards Green control deck, for non-green control, -2 points from each.

Casual: 3/5
Tournament: 4/5
Sealed: 2/5
 

 


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