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!