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Pojo's DBZ Card of the Day
image from dbzcardgame.com |
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Red Mentor Mastery
Shadow Dragon
Card Ratings
Expanded: 3.6
Focused:
3.3
Ratings are based on a 1 to 5 scale 1
being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.16.05 |
Matthew Low |
Red Mentor Mastery – Dragon Ball
GT Shadow Dragon Saga Rare - #219 Mastery
Power: At the beginning of the game, you may discard up to 5 Red
Styled cards in your Sensei Deck with different card titles. Your
Red Style attacks do +2 life cards of damage for each card under
this Mastery.
This card used to be one of the stupidest Masteries ever made. Well
by virtue of the fact that you could discard anything with the
Mastery from your sensei, allowing for a bevy of first turn win
decks using Earth’s Spirit Bomb and the like.
Unfortunately, it took Score until after GKI to figure this out. On
the bright side, they finally did, which brought this Mastery down
to earth. On the other hand, it dug itself a grave as well.
There aren’t many combos you can come up with this Mastery now. The
biggest virtue is the fact that you start the game with 5 choice
cards in the discard. Problem is cards like Black Smoke Dragon
Sensei and almost any instant removal defeats the purpose of the 5
card discard. Then all you get is the attack bonus, while great, it
doesn’t measure up to other Masteries.
This Mastery was meant to abuse the Ability and Train techniques,
but you have to draw those cards in order to train them, so it gets
you off on a really slow start. If you manage to get it off and have
a giant hand middgame, that’s great. Assuming you survive that long
that is.
One thing you can try is using Red Chopstick Fu to swap your opening
hand with a choice of your discards. Yajirobe allows this to happen.
But the instability of the Mastery is a big problem, so you’ll need
some sort of back up plan if you don’t pull off a quick first turn
advantage.
Expanded: 2.5 out of 5.0 (some combos left, but nothing too amazing)
Focused: 1.9 out of 5.0 (don’t really see anything too great)
Sealed: 3.5 out of 5.0 (Can’t really rate this, as while you run any
Mastery, this one doesn’t do much since you probably won’t pull a
Sensei as well, and you’ll have to Train a bunch of cards to get a
bonus, if you pull any.)
|
Scott Guy |
Red Mentor Mastery
At the beginning of the game, you may discard up to 5 Red Style
cards in your Sensei Deck with different card titles. Your Red Style
attacks do +2 life cards of damage for each card under this mastery.
This mastery gives you more attacks every combat then usual. You
could also cycle good tech cards back from your discard pile every
combat to help stomp
your opponent. The more cards you train in a combat your red attacks
do
greater damage, combined with SDS Pan's powers it can be
devastating. The new ultra rare lvl 5 of hers was made specifically
for this mastery.
Piccolo's HT from World Games saga can protect your discard pile but
is easily disruptable with gust of wind or showdown, giving you
another good personality for this style of deck.
However, due to the popularity of Black Energetic and general
discard tampering unless you are playing with that piccolo HT Red
Train is not a good deck to run in the current environment. Despite
what the environment is though, this is the only train mastery out
there, its the best at what it does.
5/5 Focused - Only train mastery
5/5 Expanded - Once again, only train mastery
|
Richard Barbee |
Red Mentor Mastery SDS 219
Rare
219
Red Mentor Mastery
Mastery
Power: At the beginning of the game, you may discard up to 5 Red
Styled cards in your Sensei Deck with different card titles. Your
Red Style attacks do +2 life cards of damage for each card under
this Mastery.
Okay, this is another decent mastery. It was insanly broke before
the errata, where you had about 5 first turns with Yajarobi. Now
it's just good. Discarding cards from your sensei is okay, but it
isn't near as good as it used to be. Still, it can set up for the
Axe Heel Kicks though. But the power to have your Red Style attacks
do +2 for every card under the mastery is nice. On average, you're
looking at about 4-5 cards under your mastery thanks to the amazing
amounts of abilities and training Red gained. Now, throw in Red
Thunderclap. You have all of your attacks doing 24 life. Yeah,
that's a nice little combo. My only complaint about this mastery is
lack of other powers. You get some powerups, which are nice, but
damage isn't everything in this game.
Expanded: 3/5 (Lack of other effects hurts this)
Focused: 3/5 (See above)
Sealed: 3/5 (Run it. It's a mastery, regardless of it's lack of
power)
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Super
Saiyan
Trunks |
Red Mentor Mastery... This is a
very... interesting card. In my case, its great for Sensei Decks,
since it mainly works for that. And its also for Red Decks. 2 Life
Cards may not seem like a lot, but every little bit counts. As you
know, this card is worthless is you don't play a Red Deck, but it
rocks if you do. 5 cards is worth it from your Sensei deck too. I
mean, come on, its not from your Life Deck, so its pretty darn good.
If you play a Red/Sensei deck, I would REALLY recomend this card.
Exp- 4/5
Foc- 3.5/5
Sea- 3.5/5
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