5/2/03 – Friday
Orange Temple Strike – Babidi Saga
Uncommon – Card #78
Physical Combat
Physical attack doing +2 life cards of damage. If successful and
your opponent has more Non-Combats in play than you, your opponent
discards 1 Non-Combat card at a time until his number of Non-Combat
cards equal yours.
What an interesting card. I call this the Red Lightning Slash of
Orange. Sorta.
If this attack hits, you can say good-bye to all your opponent’s
non-combats. Of course that all depends on how many you run. That in
mind, you shouldn’t run too many if you want to use this card to
maximum proficiency.
Orange Physical will be running Joint Restraint Drill, so you
will probably have at least one non-combat out if you can. If you
have Destruction Drill out, that can take care of the slack the
physical misses.
What makes this card nice is the fact it can be used in non-Tokui-Waza
decks and it gets around Orange Focusing Drill. It forces your
opponent to get rid of Nons one at a time, which means Focusing goes
away first, then the Drills can as well. This can be a life saver if
Orange Drill or Roshi DB decks get too many non-combats on you.
Either that or maybe there are a few annoying non-combats you can’t
massively get rid of, or you just lost all of yours. Fact is this
card can reverse many situations. But it has to hit first.
This card isn’t a shabby physical attack even if your opponent
doesn’t have any non-combats. With the sheer lack of good Orange
Physical attacks, I can see this card having a home in many Orange
Physical decks because it deals decent damage with a great if
successful effect. If bigger Orange Physicals are made, this card
might fade away, but right now that’s not true.
Your opponent also gets to choose what he keeps, which can be
bad, because maybe there was one specific card you were trying to
get rid of. That said, this card works best in decks that run next
to no non-combats, which makes this a board clearer. Opponents will
not want to risk letting this physical attack go through when time
comes if they wish to keep their nons, so you might lure out a
block.
Orange also already has a pretty good time getting rid of
Non-combats with Orange Stare Down. With this card as well, Orange
shouldn’t have too much of a problem getting rid of non-combats,
which is great for board control. I can see this card in freestyle
anger, an archtype which has fallen away quite a bit.
Standard: 3.2 out of 5.0 (if successful hurts, but the sheer
power of this card gives it a high rating) Tuff Enuff: 2.0 out of
5.0 (same deal here but non-combats aren’t as heavily played,
especially due to drills disappearing way too quickly)
Sealed: 3.0 out of 5.0 (not a bad card to get here, probably next
to no nons to get rid of but it can’t hurt)