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Hercule's Crescent Punch
 

GT Super 17 Saga

Reviewed 9.23.2004

Avg. Expanded Rating: 3.55
Avg. Focused Rating: 4.36

 

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


Matthew Low
Hercule’s Crescent Punch
GT Super 17 Saga
Common
#25 Combat – Physical

Power: (If this card is discarded by an opponent's card effect, draw 2 cards.) Physical attack doing 10 power stages of damage. Until your next turn, any cards in your hand, Discard Pile, and Life Deck cannot be discarded or removed from the game by card effects that aren't damage.

Before Shadow Dragon Saga when Black was a dominant force, this was a staple to all Focused decks. Now Black is still a big threat, but more often than not you’ll be seeing this card in Sensei Decks instead.

I don’t see this being played as often in Expanded, but there’s no reason why you can’t. Sure this can prove to be quite helpful, but not all decks discard cards from hands/remove cards from discard/discard cards from deck. It’s possible to try this out in Red Rush to guarantee your discard pile is safe one Combat, as well as Sensei it in against Black decks.

This card was widely used as tech against Rilldo, being able to ditch this and draw 2 more cards in the process. The sheer power of that was amazing, and could turn games around against Blue Rilldo. Focused needed this card to keep Black in check, with helping out against Rilldo. It still does, to a lesser extent.

Bottom line is this card stops Energetic decks in their tracks. They can’t level since you shut off their two ways of doing it, allowing you to wail on them with everything you’ve got. Not to mention it isn’t removed from the game, allowing you to reuse it over and over again.

If you have problems with Black, this card may be your solution. If you have room in your Sensei, try adding this card. You never know when there’s a problem Black Energetic or Science deck that shows up.

Expanded: 3.9 out of 5.0 (great card, not a staple but very useful tech)
Focused: 4.7 out of 5.0 (at the very worst Sensei Deck material, but that’s not bad)
Sealed: 5.0 out of 5.0 (don’t see any reason not to run this)
 
John John Smith Hercule s Crescent Punch

This is a don t mess with my stuff card, because it really is a card that creates that effect. It has a decent physical attack for 10, nothing to spook your opponent about. The next effect is what kicks. They can t discard/remove any cards in your hand, discard pile, and life deck until your next turn that isn t damage. So no staredowns, geezer patrols, commands, etcThis card can shut down black decks right as they are, along with any other deck. And surprisingly, this card is very easily obtainable, making it a big plus in collectibility and playability. This card can annoy your opponent, and even turn the tables in a game.

Expanded: 4.5 You can t use cards that require you to discard from your hand

Focused: 4.75 More black decks and control in the environment. Same as above for the negative.
 

Crimson
Eyes
Hercule's Crescent Punch

If nothing else, a Focused staple.  Dropping one of these against black pretty much ruins an entire combat for them, as they cannot do any of black's usual tricks.  It is a decent sized (10 stage) physical as well, so it never hurts to force your opponent to waste a block on a card that ruins his entire plan for the combat, as well.  The second effect, that of drawing two cards when it is discarded from your hand, is just topping.  Most of the time, against black, this will be the first attack you throw, period.  Letting black level as quickly as it can is usually something you don't want to see, so you will rarely use this effect.  Against a discard-lite deck (say, General Rilldo Blue/Orange), you will get more use out of the draw effect.

Overall, good in Focused, less useful in Expanded (since everyone there plays Dragonball), and worthless in Limited beyond being an attack.

FOCUSED 4/5 (not always useful, but everyone runs three in their Sensei deck)

EXPANDED 2/5 (meh, it does not kill Dragonball decks)

LIMITED 2/5 (an attack, that is about all)
 

Zack S.

Hercule's Crescent Punch

Blacks worst nightmare.  Against typical Black decks today, this card can shut them down completely until its effect has worn off.  Remember that it lasts until YOUR NEXT TURN, not until the end of combat.  In Focused, its one of the first cards you should consider using in your main deck (if, for some reason, you cant fit it in, you should undoubtedly Sensei Deck x3 of them).  In Expanded its not quite as powerful, but if you are using a deck that must take time to set up, you should use these becuase often in a control-type deck, if they kill a specific card, they can bite into you like melted butter.  I love the look on my opponents face when he A18s SDs me with his Black deck and finds HCP in my hand....if he doesnt get rid of it right now, he will have to wait until next combat to do anything.....if he does get rid of it now, I get card advantage over him for that combat.  I often find this card acting as a CPH against Black decks =)

Focused: 4.0
Expanded: 3.75
 

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