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Pojo's Bleach Card of the Day
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Self
Sacrifice
Card Number: R158
Card Type: Event
Rarity: Rare
Expansion: Portal
Deck Limit: 4
Cost: Free
Card Text:
[i]"(Choose the effect of this card when you play
it.) Choose one: Remove an item or battleground in
play from the game, shuffle a character with an
energy cost of 4 or less in play into its owner's
deck, or choose a player to shuffle 8 cards from
their discard pile into their deck. (*) Lose 5
power."[/i]
Review Date:
02.23.09
Average
Card Rating
Competitive: 4.90
Casual: 5.00
Ratings are
based on a 1 to 5 scale.
1 being the worst.
3 = average.
5 is the highest rating. |
Orange
Hat
Guy |
Self-Sacrifice is the first card I
reach for when building any deck. It is a one card
toolbox that can disrupt almost any aspect of your
opponent's field at any time. The benefits of this
card are obvious, but lets break it down and talk
about each of it's effects individually.
As with all events, you choose the target of
Self-Sacrifice when you play the card. In this
case, you have the additional step of choosing one
of 3 effects before choosing the target of said
effect. Your choices are:
[i]"Remove an item or battleground in play from the
game"[/i]
Many items or battlegrounds have activated effects
that discard or remove themselves, and if you use
Self-Sacrifice on such an item or battleground, your
opponent can use the effect in response. This is
not to say that such cards are immune to
destruction, but you have to be aware of the
situation to get rid of these cards before they can
be used to their maximum potential. Other items
such as dolls and Battlegrounds with floating
effects can be dispatched at any time with
Self-Sacrifice, and should be removed ASAP anytime
they are helping your opponent or hurting you.
[i]"shuffle a character with an energy cost of 4 or
less in play into its owner's deck"[/i]
Your opponent pays energy for a character, and
getting him off the field is always a good thing,
but when is it worth 5 power? For a first turn
character, quite often. Even if it only attacks for
2 of any given stat, getting it out of play earlier
than later will be worth it by turn 3. Then
characters I won't use it on are those like Store
Manager and Repentance Cell Guards who can search
for something in response. Keep in mind though,
that it can hit a 4 cost character next turn as
well, and many times you will want to save a SS for
that instead of using it on the little guy. It
really just depends on the deck, and the more
knowledge you have about how your opponent's deck
works the better. Also worth mentioning is that
Self-Sacrifice shuffles the character into your
opponent's deck, meaning that it can be used as a
double whammy. If your opponent has set up the top
cards of his deck to draw them or to make the most
of a Five, you can randomize his deck and hopefully
make him miss what he wants to grab.
[i]choose a player to shuffle 8 cards from their
discard pile into their deck.[/i]
Save yourself against mill. Make Nanao whiff
against 8/13. Make Sawatari shuffle all those items
in his discard pile back in before they become
souls. Not to mention once again you have a chance
to throw a wrench in all the best laid plans your
opponent has for the top of his deck. This is the
effect of Self-Sacrifice I have used the least, but
when used properly it can win games you would lose
otherwise.
[i] Lose 5 power[/i]
Nothing amazing in life is free. Self-Sacrifice is
no exception. But as long as the card is used only
when it can be especially helpful, you can be sure
to never regret the loss of power in exchange for
the control this card offers. An added fun trick is
to kill yourself with Self-Sacrifice on the queue of
a battle or effect that would kill you anyways. It
won't change the outcome, but it tends to leave a
smile on your face anyways :)
Self-Sacrifice is the absolute embodiment of
everything a staple should be. Use 4 in every deck
you build.
Competitive Play 5/5 Useful against every deck you
have to worry about
Casual Play 5/5 Also useful against any gadget
deck.
Art 4/5 The SS is from one of the very
few scenes in this arc that I truly enjoyed. |
Fled |
Perhaps the most versatile card in
the game. It won't win you as many games as a
timely Dark Ritual or that devastating Utter
Destruction, but having 4 in your deck puts a kink
in your opponents armor just long enough to come out
on top. And you can do it for a resources much more
expendable than energy; your health.
Sweating over that Byakuya staring you down, knowing
Renji is on his way? Not anymore you aren't!
Jin just put that man-beast in the discard pile with
his Bount Cave, and he's got Go on the queue? Make
him whiff!!
And trust me, Sawatari is laughing at your pathetic
attempt to stall him with that Empty Clearing...
Competitive Play: 4.5/5 - You better have someone
that can swing on Agility if you want this card out
of your hand against swarm. It can wreck ANYTHING
else.
Casual Play: 5/5 - When things like mill, Go, 8 and
13, and whatever crazy Bounts Forever deck you can
conjure come knocking, Self Sacrifice becomes an
even bigger monster.
Art: 4/5 - Anything with Baura is a plus, but it's
hard to truly love a card with that much of the same
color on it. |
NavyCherub |
This card is a masterpiece. Being the
only card I truly consider a staple, of course I
would think that. It has so many things going for
it, because there are so many different things you
can do with it.
Remove a battleground from the game – Annoying techy
battlegrounds can ruin any deck's day, and this card
lets you fix that easily. Path up the Hill stopping
your Mom's effect? Self-Sac it. Looming Flower Crane
Cannon threatening your chances of playing that doll
in your hand? Self-Sac it. And those are just a
couple examples of what you can do with this great
card.
Remove an item from the game – There are many items
that could be annoying you and killed off with this
effect, but the most obvious and useful one is
taking away your opponent's doll. Use this when your
opponent activates Bounts Forever and you'll have
one more (energy free!) chance at preventing a loss.
Shuffle a character with an energy cost of 4 or less
into your opponent's deck – Soooo many targets for
this one. Little Renjis threatening to help bring
out Renji – Unleashed, Yoshino – Servings quickly
culminating souls, Noba – Servers preparing to kill
you with huge overlays, and more, all for the low
low cost of 5 power.
Choose a player to shuffle 8 cards into their deck –
More anti-Bounts tech, specifically against Go (get
that Bount off the top), Mabashi/Yoshino (take away
the quick characters they can amass), and Sawatari
(get those cards out before they become souls),
though it really applies to any Bount. It also helps
against Squad 13, in response to their turn two
discard pile filling with Kiyone and Sentaro. Heck,
if you're desperate, you could put your discard pile
back into your deck against a mill deck.
So, as you can see, Self-Sacrifice is an overall
AMAZING card, and a must-have for any deck.
Competitive Play 5/5
Casual Play 5/5
Art 3/5 |
Lovefist |
Lovefist
Great Card. Minimal drawback. Losing 5 power can
hardly be considered a drawback when you're going to
be in all likelihood saving yourself more damage
down the road. You spend 5 power to stop a deck like
animals by shuffling in their Noba - Server and
there's no doubt that the payoff is worth the loss.
This card has many functions. It serves as a
utility card nicely against a variety of decks such
as: Ban and Ho, Mayuri, Animals, Squad 8/13 and
Renji just to name a few. No deck should be without
this IMO. There's one last thing that makes this
card so good, but certainly not least. IT'S FREE.
Used to be when your energy was depleted your
opponent knew that they could get away with
practically anything they wanted because they knew
you weren't going to stop them with anything other
then Utter Destruction, and if your hand was minimal
that "bluff" was out the window as well leaving it
free reign for your opponent. With no cost your
opponent has to be extra careful because they don't
know what your holding. (Unless of course they play
Surveillance Device).
5/5 competitive play
5/5 casual play
4/5 art |
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