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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