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Deck Builder-Friendly Spoiler Shaman King Spoiler
By stachura
June 13, 2005

Zeke:

  • Zeke: G; (YY)-->If you counterattack from Zeke’s zone, eliminate a teamwork

  • Turbine: GY; Your strikes in Turbin’s zone have +1 force

  • Matti: GY; If you counterattack from matti’s zone, your opponent loses a green furyoku

  • Mari: R; (eliminate a furyoku you control)-->You may eliminate a furyoku of the same color if you counterattack from mari’s zone.  Use only once

  • Kanna: R; (G)-->If you counterattack from kanna’s zone, your opponent doesn’t replenish furyoku of the same color as kanna’s zone

  • Big Bill: YY; Your strikes in big bill’s zone have +1 intercept

Yoh:

  • Yohmei: Y; You may not focus in Yohmei’s zone.  Before flipping in this zone,  look at the top two cards of your deck and put them back on top in any order

  • Rio: G; (GG)-->If you counterattack from rio’s zone, your attack starts in the yellow zone

  • Jun: Y; (pitch any card in jun’s zone)-->Add two furyoku to this zone.  You can only do this if you have one or fewer furyoku in jun’s zone

  • Joco: Y; In joco’s zone, you may pay yellow costs with green furyoku

  • Faust VIII: T; You may pay red costs with yellow furyoku

  • Anna: GY; If you counterattack from anna’s zone with a strike that has red or yellow in its cost, add a green furyoku

X-Laws:

  • Vester (Tactician): G; (G)-->Your stike in Vester’s zone has +2 intercept and -2 force.  Use only once

  • Vester (Punisher): Y; (G)-->Your strike in Vester’s zone has -2 intercept and +2 force

  • Marco: G; (-2 intercept)-->If you counterattack from marco’s zone with this strike, add a green furyoku. Use only once

  • Lyzerg: G; (-3 force)-->If you counterattack from lyzerg’s zone with this strike, charge it

  • Jeanne: Y; (-3 intercept)-->if you counterattack from jeanne’s zone, add a yellow furyoku

  • Duncan: Y; If you counterattack from duncan’s zone, whenever your opponent plays a non-strike, your attack gets +1 force

Generic:

  • Tao En: G; Your strikes in tao en’s zone have -2 intercept and +2 force

  • Silva: Y; If you play a strike in silva’s zone, eliminate silva.  Before flipping a card, draw two cards.  Place one in your discard pile and the other on top of your deck

  • Mikihasa: Y; Your strikes in mikihasa’s zone have “Tactical=G”

  • Milly: Y; All teamworks in milly’s zone have “(Pitch)-->Put this teamwork in one of your empty zones”

  • Lililala: G; (eliminate lililala)-->Before flipping, draw three cards.  Place two in your discard pile and one on top of your deck

Advantages:

Mind:

  • Triumph of Will: YR; Immediate.  Eliminate one of your opponent’s furyoku

  • Reposition: G; Immediate.  You may move a teamwork to an empty zone controlled by the same player

  • Ponder, Reflect, Consider: GG; Immediate.  Look at the top three cards of your deck and place them back on top in any order

  • Pleasant Distraction: GY; Immediate.  Eliminate one of your opponent’s green or yellow furyoku

  • Focal Point: Y; Immediate.  Before flipping your next card, draw three cards.  Place one on top of your deck and put the rest in your discard pile

  • Fateful Choice: G; When you put this in your advantage area, choose one=Your strikes have +1 intercept and -1 force, or you strikes have -1 intercept and +1 force

  • Decipher the Runes: G; Immediate.  Before flipping your next card, draw two cards.  Place one on top of your deck and the other in your discard pile

  • Braingrab: G; Your opponent may not play his signature move or charge

Body:

  • Wrath of Prisoner: GR; You may not focus this turn.  Your stikes have +2 Force

  • Thug Life: YY; if you counterattack from the red zone, add two red furyoku

  • Theif’s Honor: GG; in your red zone, your strikes have +2 intercept

  • Spreading Darkness: G; Your strikes have +1 force

  • Oppresion: Y; If your opponent’s attack is 3 force or less, your strikes have +2 force

  • Hunter’s Perch: GG; Your strikes start in your opponent’s yellow zone

  • Dragon Aura: GG; Your strikes have +1 intercept and +1 force

  • Devoted Sentry: G; Your strikes have +1 intercept

  • Bring It; GR; You may not play strikes in your yellow or green zone.  Your strikes have +2 force

Soul:

  • Relax: GGG; Immediate.  Add two yellow furyoku.  You do not charge from playing relax

  • No Quarter: G; Tactical=G.  Your strikes have -3 intercept and +3 force

  • Invulnerability of the Leaf: YY; Immediate.  Instead of defending in this zone, you are now deffending in your green zone

  • Imposing Grandeur: GR; Immediate.  Your opponent chooses and uncharges one of his zones.  Instead of charging this zone, charge any zone instead

  • Desolate Screams: Y; Immediate.  You may eliminate a teamwork

  • Day of Atonement: R; Immediate.  Instead of charging this zone, charge any zone instead

  • Conviction: G; Your strikes have -2 intercept and +2 force

  • Cherub’s Blessing: R; Immediate.  Eliminate all cards in all advantage areas.  For each card eliminated, add a green furyoku

  • Center: GY; Immediate.  If you are defending in your yellow zone, you are now defending in your green zone.  If you are defending in your red zone, you are now defending in your yellow zone

Generic:

  • Ward Off: G; Your strikes have +1 intercept.  In your opponent’s red zone, your strikes have -3 force

  • Ten More Sit-ups: GG; Immediate.  Add a yellow furyoku.  You do not charge from playing Ten More Sit-ups

  • Spirit Aim: G; Your strikes have +1 force.  In your opponent’s red zone, your strikes have -4 force

  • Feral Instinct: GYR; Immediate.  Add two red furyoku.  You do not charge from playing feral instinct

  • Cleanse: GY; Immediate.  Your opponent chooses a teamwork he controls and eliminates it

  • Bestoa; Savvy; GGGY; Immediate.  Add two red furyoku.  You do not charge from playing bestial savvy

Stikes:

Melee:

  • Yamatano Orochi: GR; Your teamworks cannot be eliminated; 7/5

  • United Front: GG; When flipped in a zone with a teamwork, United Front has “Tactical=G”; 3/6

  • Triple Threat: GY; Tactical=G.  (Pitch)-->put this in your advantage area.  Your strikes have +1 force; 1/5

  • Tag Team: GGY; If this zone has a teamwork +2 force; 5/4

  • Sideswipe: GGG; (Pitch)-->Put this in your advantage area.  Your strikes have +1 intercept; 4/5

  • Reverberate: R; Whenever your opponent focuses, +1 force; 5/5

  • Rebuking Blade: GY; If your opponent’s attack is 3 force or less, +4 force; 5/2

  • Pounce: GG; Whenever your opponent plays a non-strike, +1 force; 4/4

  • Outnumber: GGY; If you have more teamworks in play than your opponent, +3 force; 6/3

  • Honing Blades: GGG; If you counterattack with honing blades, you may move a yellow furyoku to your red zone; 5/4

  • Furious Responce: GR; If your opponent’s attack is 3 force or less, +4 force; 8/3

  • Eon Crush: G; (R)-->+2 intercept or +2 force; 2/2

  • Crackback: YY; Crackback starts in your opponent’s yellow zone; 5/5

  • Consuming Hatred: YY; (Uncharge this zone)-->+4 intercept and +2 force; 4/4

  • Comeuppance: GGY; Whenever your opponent plays a non-strike, +1 force; 5/5

  • Broom Corn Beatdown: YY; Your opponent may not focus or pitch; 5/5

  • Blinding Foray: YYR; Blinding foray starts in your opponent’s yellow zone; 6/6

  • Assailing Aegis:GGG; (Flip your shaman card from back to the front)-->+3 intercept and +3 force; 4/4

Guardian:

  • Volatile Exhumation: R; Tactical=G; 1/8

  • Titanic Summons: GR; (YY)-->+2 intercept, +2 force.  Use only once; 7/4

  • Tandem Tomfoolery: GG; Tactical=G.  When you counter attack with tamdiem tomfoolery, eliminate one of your opponent’s furyoku; 3/3

  • Surgeon’s Implements: YY; If your opponent counterattacks from his green zone, gain a red furyoku; 8/4

  • Smolering Confidence: YR; You may not focus smoldering confidence; 10/5

  • Razor’s Edge: Y; (Y)-->+4 intercept and +1 force.  Use only once; 3/3

  • Rain of Bones: GG; (move a yellow furyoku to your green zone)-->If you counterattack with rain of bones, charge this zone; 4/3

  • Ponchi Punch: GG; If you counterattack with ponchi punch, your opponent loses a red furyoku; 4/1

  • Necrawakening: GR; If you counterattack with necrawakening, charge this zone; 5/5

  • Mob Mentality: GYY; For each teamwork your opponent has in play, +2 intercept; 5/5

  • Euthanize: GG; If your opponent counterattacks from his green zone, gain a yellow furyoku; 4/3

  • Disheartening Blow: GR; (Pitch)-->Your opponent loses a yellow furyoku; 7/4

  • Burning Hunger: GGR; For each teamwork your opponent has in play, +1 force; 5/5

  • Bone Army; Y; If you counterattack with bone army, charge this zone; 4/1

  • Blistering Onslaught: GGGG; 6/6

  • Ancestral Apparitions: GGY; (R)-->If you counterattack with ancestral apparitions, charge any zone; 6/4

Range:

  • Unerring Garrote: GYYR; If you counterattack with Unerring Garrote, you may eliminate a teamwork

  • Thread the Needle: GGY; In your opponent’s green zone, +2 force; 6/4

  • Strafe: GGG; If you counterattack with strafe, you may eliminate a teamwork; 4/4

  • Stalefish Grab: GYY, (-1 intercept)-->if you counterattack with stalefish grab, add a green furyoku; 6/4

  • Snowdrift: Y; (RG)-->If you counterattack with snowdrift, eliminate all teamworks; 4/3

  • Showboat: GR; Whenever your opponent plays a non-strike, -2 force; 5/7

  • Rush to Judgment: GY; In your opponent’s green zone, +4 force; 5/2

  • Rouge Shot: GGY; (-3 intercept)-->If you counterattack with rouge shot, uncharge any zone; 6/4

  • Rail Bird: GGY; (-2 intercept)-->If you counterattack with rail bird, add a yellwo furyoku; 6/3

  • Owned!: GGG; (-3 intercept)-->If you counterattack with owned!, add a yellow furyoku; 6/4

  • Incendiary Disposition: GY; Your opponent’s strikes cost one green furyoku more if he has not played a non-strike on his turn; 5/3

  • Gush of Flames: GGR; (-1 intercept)-->+1 force; 9/0

  • Groundswell: GY; if your opponent has not played a non-strike card on his turn +5 force; 4/1

  • Dynamic Slice: YR; (-1 intercept)-->+1 force; 5/4

  • Concussive Blast: GY; When your opponent counterattacks, uncharge the zone from which he counterattacks; 5/3

Generic:

  • Totem Blast: GYR; 6/6

  • Thourogh Schooling: GGGG; Whenever your opponent focuses, -1 force; 8/4

  • Tectonic Spikes: GGR; If you have at least one advantage in your advantage area, +2 force; 6/4

  • Talisman Warrior: GG; Whenever your opponent focuses, -1 force; 4/4

  • Swooping Tallon: GGG; (-2 intercept)-->+2 force.  Use only once; 6/3

  • Sucker Punch: GG; (G)--> +1 intercept.  Use only once; 3/5

  • Shikigami: G; (R)-->+4 intercept.  Use only once; 3/1

  • Shattering Palm: YY; 4/6

  • Shared Purpose: GR; (Pitch)-->Move a teamwork you control to one of your empty zones; 6/5

  • Seismic Eruption:Y; 3/6

  • Purity of Mind: GR; (Pitch)-->Move a yellow furyoku to your red zone; 6/4

  • Precognition: GY; Whenever your opponent focuses, -2 force; 5/5

  • Point Blank: GYY; If you counterattack with point blank, look at the top card of your deck.  You may put it in your discard pile; 7/4

  • Mystic Beam: GGGR; 4/7

  • Misery Loves Company: GY; Your opponent’s strikes cost a green furyoku more to play in a zone without a teamwork; 5/3

  • Manifestation of Power: G; (Pitch)-->Add two green furyoku; 3/1

  • Jaded Sphere: GR; Your opponent adds a red furyoku; 9/3

  • Ice Storm: GY; (G-5intercept)-->+5 intercept.  Use only once; 1/7

  • Fetish Frenzy: Y; Whenever your opponent focuses, +1 force; 5/1

  • Epicenter: YY; (G)-->+1 force.  Use only once; 5/5

  • Director’s Cut: GGY; When you counterattack with director’s cut, you may move a teamwork you control to one of your empty zones; 5/5

  • Dark Ascendance: GGY; If you counterattack with dark ascendance, add two furyoku to this zone; 4/3

  • Conchi Kick: Y; Your opponent loses a green furyoku; 4/3

  • Barren Justice; GGY; 5/5

  • Ancient Discipline: G; Tactical=G; 2/6

  • 1080 Flash: G; (G)-->+1 Intercept; 3/2

Spectergrams:

  • Jeanne/StrikeViaticum: RRR; You may play viaticum only if you are Jeanne; 8/8

  • Len/StrikeUltra Cavalry Charge: RRRR; You may play or pitch ultra cavalry charge only if you are len.  (Pitch)-->Look at the top three cards of your deck and place them back on top in any order; 4/10

  • Zeke/TeamworkSpirit of Fire: GR; You may only play spirit of fire if you are zeke.  Your strikes in spirit of fire’s zone have -1 intercept and +2 force

  • Duncan/StrikeNergal’s Roar: G; You may play nergal’s roar only if you are duncan.  (G)-->+1 force or +1 intercept; 1/1

  • Jun/TeamworkLee Pai-Long: G; You may only play lee pai-long if your are jun.  (G)-->If you counterattack in lee pai-long’s zone, put a counter on him.  Use only once.  (remove a counter from lee pai-long)-->Your strike in lee pai-long’s zone gets +1 force

  • Trey/StrikeIcicle Assault: GGGG; you may play or pitch icicle assault only if you are trey.  (Pitch)-->Add two furyoku to this zone; 4/3

  • Lola/AdvantageHijinks: GG; You may play hijinks only if you are lola.  Your opponent may not focus, charge, pitch, or play his signature move

  • Lyserg/AdvantageCaptivate: GR; You may play captivate only if you are lyserg.  Move an opponent’s teamwork to this zone

  • Matti/StrikeBaby Steps: YYYY; you may play or pitch baby steps only if you are matti.  (Pitch)-->Put this in your advantage area.  Your strikes have +1 force and +1 intercept; 6/6

  • Yoh/TeamworkAmidamaru: G; You may play amidamaru only if you are yoh.  If you counterattack from amidamaru’s zone, charge it


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