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Pojo's Shaman King TCG Card of the Day

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Tandem Tomfoolery

Type - Guardian
Card Number - REI_039

Card Ratings
Tournament- 2.85
Casual- 3
Sealed- 3.15

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

Date Reviewed - 04.01.05

 
 


Dan The
Timid

Tandem Tomfoolery
Strike
Type: Guardian
Cost: 2/0/0
Strikes: 3/3
Effect: Tactical: Green
When you counterattack with Tandem Tomfoolery, eliminate one of your opponent's furyoku.
Flavor: "... together we hit where it hurts."

I could make a horrible april fools joke here, maybe claim this card in some way predicted the end of days, or make up some crazy story about how this card saved my life, but while I'm certaintly not above such things I think conchi and ponchi are foolish enough on their own that they don't need help to make a good april foods card review. But is a player foolish to run this card in their deck, lets take a closer look.

Pros
- Relatively Cheap cost
- Powerful furyoku control effect
- Tactical Green

Cons
- Incredibly weak intercept
- Punishably weak force
- Only Guardians can choose

Overview: Like every card in the conchi/ponchi group tandem tomfoolery has subpar stats, a cheap cost, and a furyoku destroying effect. Tandem is a little different however in a couple key areas. First off, its the only one that has only 3 intercept instead of 4. That 1 intercept makes a huges difference, not only are there alot of 4 intercepts in this game but most importantly opening attack is 4 intercept, with out modification Tandem can't be used against very much. This is compensated with the fact it is the only in the series to feature tactical green. That means, unlike punch or kick you don't have to worry about this killing you in your red zone as long as you have atleast 1 green handy to tactical it with. And of course a ward off, devoted sentry, or dragon aura among other things will make this capable of blocking more significant things. Perhaps the real bait for using this card comes in its effect, you can destroy any furyoku. Usually that means a red like punch but unlike ponchi it could mean a yellow or even a green if neccesary.

Deeper Analysis: For me that 1 less intercept breaks this card. Even with that tatical the fact is your going to be tactically it way more then you'd like to be. Still thats not to say this card isn't playable, that effect is even more potent then ponchi's. Destroying red is still really powerful, and the versatility of choosing does count for something. Its worth considering if you've got a few economy card slots to fill and possibly in a furyoku control deck although I worry with all the tactical payment you'll be paying it will often be counter productive...

Uses/Combos: Well... it combos nicely with ward off... but then again for every time you buff it the eco-value, that is that furyoku advantage, it gives you decreases. And you can never count on buffs. Obviously if you can find a way to get it to actually work its great for furyoku control decks. People do send 3 or less's occasionally, but some decks don't run any so even control decks may find it useless... maybe I'm missing something...

Constructed: 2.9/5 (really close to being good...)
Sealed: 3.5/5 (more low strike forces here)
 


 
Darth Vailo

Card Name| Tandem Tomfoolery| Card Type| Strike| Card Trait| Guardian

Card Cost| 2 Green| Rarity| Uncommon| Force| 3| Intercept| 3|

Set ID Number| REI_039| Art Number| SK_189|

Card Effect| Tactical: Green.<p> When you counterattack with Tandem Tomfoolery, eliminate one of your opponent's furyoku.

Flavor Text| together, we hit where it hurts.

Foreword

Hi everybody and welcome to this weeks last CotD review! Im sorry that I missed Wednesdays review but wellI spaced out Tuesday night. Sorry. But I trust that dan and andys kept you all up to speed on Conchi Kick. Really if you want my thoughts on Conchi Kick they are this. It is not that good. Stay away from it unless you are REALLY into furyoku control. 2 out of 5.

We end this week with a sort of mixture of the kick and punch cards. It is Tandem Tomfoolery. How does it match up to the other two smaller counterparts? Read on

Card Advantages

Well as I stated in my first review the Ponchi and Conchi cards were a bit weak. Not only that but they are one trick ponies. The same rings true for Tandem Tomfoolery. Its decent, but nothing special. We will start with the effect which is very good. For 1 extra green furyoku you get to destroy any one of the opponents furyoku. This is utterly amazing. The effect of this card is any furyoku control deck players dream. To destroy ANY one of the opposing furyoku is just plain broken. There just isnt anything better in my humble opinion. You are basically molding the opposition to your liking. This takes no brain science to get. You will always want to use the tactical ability on this little bugger. Nine times out of ten you will be aiming this thing at a red furyoku, but this card is pretty situational. It all depends on what will best benefit you at the time. This is what makes it great.

Besides a very good effect Tandem Tomfoolery is a pretty cheap strike. Two green furyoku is nothing that you are ever going to have to sit and think about. If you can intercept with this then do it. It is that simple.

Pros

Good effect.

Cheap cost.

Card Disadvantages

Tandem Tomfoolery has some pretty decent things going for it. But on the other end of the stick it has some very BAD things going on. We are talking Heaven and Hades here people. First things first is the terrible, and I do mean TERRIBLE, stats. Three force and three intercept is very below average. In fact it is like close to useless. There just isnt really anything that they can block. Sure they can mow over your usual punisher fodder but so what? There isnt going to be that many cards in any players decks that run anything with that low of an force. You may get to use this maybe 1 in 10 times that you get it. Is that worthy of use? No. I have tried to use this card and those numbers are completely literal. You just cannot get the thing to go off much. And that means that it just isnt very good.

Besides the dreadful stats, Tandem Tomfoolery has one other big flaw: its franchised. Now this isnt completely bad in this instance though. Reason being is that you can use Big Bill with it. Which is really your only hope of setting it off. Being a Guardian type allows Zeke to abuse it, but really there are better cards. Did I mention it was uncommon? Guess I did just now

Cons

Bad stats.

Uncommon.

Franchised.

Summary

In all I cant really recommend the use of Tandem Tomfoolery. Even though I love the effect you just cant get it to work 90% of the time. And in my mind that isnt good enough to see play in my deck. I have to say that Ponchi Punch is your best bet as far as the tandem goes. It has a great effect, cost, and decent stats. The rest dont cut it.

Ratings

Tournament-2

Casual-2

Sealed-3

Overal-2.5

Feedback Information

If you have any comments, question, or suggestions here are some ways of contacting me,
PM me on the forums at my user name-Darth Vailo
E-mail me at-darthvailo@yahoo.com
I ll do my best to get back to you asap. Thanks to you guys again for the kind words.

^_^v Peace, Love, and may you never find yourself on Tilt!

 

andys
island

Happy April Fools day! Please take note besides this review, don't believe anything thing else I say today. Since of this unofficial holiday, I picked "Tandem Tomfoolery." One of the names of
the cards I like alot, it's funny just like Ponchi and Conchi are. So let's get on with the review so you can get back to pranking some people.

Another Guardian card. Look back at Ponchi Punch, for what shamans you can use this duo
with.

This card costs 2 greens, but the intercept is again under par. A 3 intercept and 3 force, just
doesn't cut it in any format. So this card requires advantage support in order to use it's second effect.

Tactical green on a card is always great. Optional effect and good when in a jam. The times when you will use the Tactical effect is when you are up against a force of 6 or higher from you opponent. You will most likely not have strong advantage cards to power this card up. Cut your losses and try to flip something stronger. Remember if you pay for a Tactical effect you don't have to pay for the base card cost (2 greens in this case) and you flip in the same zone.

Now it's second effect stays with the Ponchi & Conchi theme. When you counterattack you get to choose which furyoku to eliminate from your opponent. This is a more powerful card than the other cards earlier this week. Depending on what deck you are running and what furyoku your opponent has determines which you get rid of. Great card for furyoku control if you can counterattack.

This card requires support for it's low intercept and force but you wouldn't be using this card just for it's intercept/force anyways. So this card makes a great addition towards a furyoku control deck of any color. In sealed it might be hard to get enough support to get their effect out. Reviews reflect if you play furyoku control, but shouldn't be used elsewhere.

Casual: 4/5
Tournament: 4/5
Sealed: 3/5

 


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