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Pojo's Shaman King TCG Card of the Day

Big Bill

Type - Zeke
Card Number - REI-128

Card Ratings
Tournament- 2.75
Casual- 4
Sealed- 3.5

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

Date Reviewed - 05.18.05

 
 


Dan The
Timid

Big Bill
Teamwork
Type: Zeke
Cost: 0/2/0
Effect: Your strikes in Big Bill's zone are intercept +1.

Powerful but expensive card week continues this time with a teamwork. At 2 yellow Big Bill is easily the most expensive non spectergram (and its arguable that his 2 yellow cost is comparable with spirit of fires 1 green and 1 red cost though I still give spirit the edge there). Does his effect make the cost worth while, lets investigate:

Pros
- A free continuous boost to intercept

Cons
- Only team Zeke characters can use it
- Very expensive

Overview: This card is pretty simple, you pay a large 1 time fee on the grounds that now every strike in his zone has a boost to intercept. That small intercept just became more acceptable, that large intercept just became even larger. 2 Yellow is a large cost though...

Deeper Analysis: And that is the make or break for this card, against decks with out teamwork destruction this card is pretty awesome, a +1 to intercept while not huge will almost certaintly prove useful more then a few times over the course of a game if its left out there every turn. However if Bills destroyed right away you paid an awful lot for very little. For that same 2 yellow you could have plaid any number of strikes, in big bills case you play him and then you still gotta find enough furyoku to pay for a strike for the turn as well. And of course if he comes up in a zone where you already have a teamwork your almost never going to pay not to have him. Being a member of team zeke this can be a real problem as only Zeke himself is a cheap teamwork you'd be fine with over lapping, in many cases your going to find your self either taking a huge furyoku loss by over lapping something expensive, or simply being forced to focus.

Combos/Uses: So where should Big Bill actually see play? Although he can help boost bigger intercepts in general he's not going to be worth it enough in those type of decks, no the place he best finds his fit is low intercept decks. Matti immediately comes to mind with melee having so many 3,4, and especially 5 intercepts. United front becomes a REALLY cheap 4/6 in big bills zone (and has tactical if your facing a strike bigger then 4 force). Crackback, broom corn beatdown, reverberate, honing blades, they all jump up to the much more effective 6 intercept range. Another combo that big bill is good for is in a deck running manifestation of power. Mani can be a real nuisance with its low intercept of 3, a friend of mine who loves that card has taken soooo many hits because of flipping mani in his red zone when facing an opening attack. Big Bill makes that card a slightly more respectable 4 intercept. Of course the many ranged cards that allow you to decrease their intercept for an effect can make use of big bill as well as I've mentioned before.

Final Stat Breakdown:
Constructed: 2.5/5 (Big Bill is useful in any deck BUT only decks that can get the most out of him should use him as that cost can be REALLY steep)
Sealed: 3/5 (Slightly less teamwork removal here makes him last a little longer)
 

andys
island

For today we have "Big Bill". His name can also be referred back to as Big Guy Bill. He is an American, not an Eyesheild 21 cross-over (Eyesheild 21 is a football manga/anime in Japan). His spirits are members from his football team whom have died. His data after that is pretty limited. As his trait would suggest he works for Hao/Zeke.

The cost for "Big Bill" is 2 yellow furyoku. This rare card's cost isn't nearly expensive as other cards. You could run a few of these, but make sure you get an extra source for Yellow furyoku for this teamwork card.

His effect is comparable with his personality. As a linemen on the football team he is built for defense. His effect gives +1 intercept to all strikes in his zone. This is great for bringing those 4 intercepts up to 5. This card's effect is endless as long as it's on the field. An increase in intercept isn't meant for all decks. Only use this if most of your strikes have 4 or less intercept. You can't win unless you counterattack!

Sealed and Casual play will get the most out of this card. Both areas could lack in intercept power against better decks. In tournaments you should already have 5 intercepts for your strikes. It may be useful to bump them up to 6 if you want. This really depends on your meta.

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

Blank Zero

Name: Big Bill, Football Fanatic
Number: REI_128
Cost (G/Y/R): 0/2/0
Type: Teamwork
Rarity: Rare
Trait: Zeke
Text: "Your strikes in Big Bill's zone have +1 Intercept."
Flavor Text: "In a shaman fight, there is no penalty for unnecessary roughness."

Ah, today we review another of my favorite teamworks, effect-wise. Big Bill, sort of like Devoted Sentry, is just an intercept boost with no real drawbacks. let's look at him in a bit more detail.

This card rocks because:
-It gives your strikes a nifty intercept bonus
-The effect has no repeated costs
-If it stays out long enough, it can more or less pay itself off

I just love the effect on this card. Anything you play out of Bill's zone gets an automatic itercept boost of one. This helps certain strikes out a lot, such as Dark Ascendance, putting their intercept into the playable range.

What's more, you only pay the initial cost to play the card, and then the ability is automatic; no repeated costs of one green per turn like Kanna, just good, clean fun for the whole family to enjoy. With this in mind, if you play enough strikes that can use that intercept boost, Big Bill can be a real lifesaver.

This card sucks because:
-It's a bit expensive to play
-The ability can sometimes be unnecessary
-It's traited to Zeke teamworks only

Well... two yellow is sort of on the high end of teamwork prices. Of course, Zeke teamworks aren't exactly known for being economy cards. With cards like Kanna and Mari around, you'd almost expect this card to cost MORE... Just be glad it doesn't.

Now, the ability can sometimes be overkill. Just look at Zeke himself. Who in their right mind would put Big Bill in an intercept-heavy Guardian deck? I wouldn't. There are times when the intercept boost is pretty much uneccessary, and you'll wonder why you have him out in the first place.

Last, you can only use him with members of Zeke's team. That's just how the trait system works, so get used to it.

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

I've already mentioned Big Bill in several of the Lola card reviews. He partners well with Gush of Flame, where he can be either a force or intercept booster. He also works well with Stalefish Grab, Rail Bird, and Owned!, where hs intercept boost can raise the frequency at which the effects are pulled off.

He also works well with weak cards that have big effects, such as Dark Ascndance, allowing you to pull off a counterattack more often with them. Fun, yes?

Summary:

This has a good, solid effect, and is a reasonably piced card... at least for a Zeke teamwork. Unless you're already running high intercepts, you'll probably want to run him in multiples, because he can be a real lifesaver, especially in the red zone.

In sealed tournaments, you don't really have your pick of decent-intercept cards, so his effect can be a great support effect for a deck in that format.

Rating:

Constructed: 4.5/5
Sealed: 4/5

 


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