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Pojo's Shaman King TCG Card of the Day
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Director's
Cut
Type - None
Card Number - REI_118
Card
Ratings
Tournament- 4
Casual- 4.25
Sealed- 4.35
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 04.13.05 |
Dan The
Timid |
Director's Cut
Strike
Type: None
Cost: 2/1/0
Stats: 5/5
Effect: When you counterattack with Director's
Cut, you may move a teamwork you control to one
of your empty zones.
Flavor: "Don't let's spoil everything, we've
only just met."
Just so you know thats not a typo on my part,
check out Director's Cut for youself, the flavor
text seems to contain a "let's" that doesn't
belong, that or maybe it was meant to sa "Lets
not" and no "Don't"? Well bizarre flavor text
aside we continue useful non-rare strike week
with a strike I don't see in decks online very
often but has become very popular in my area so
it must have something going for it. That or my
area is just foolish, then again I happen to run
4 of these in my Tao Family Jun deck so I'm not
one to judge. Am I really the foolish one or
does Director's Cut make the cut, lets take a
closer look:
Pros:
- Solid Stats
- Cost Effecient
- Potentially useful effect
- Any shaman can use
Cons:
- Effect won't always be very, if at all,
helpful
- Stats, although solid, won't score for you
very often
- 3 furyoku payment cost
Overview: This card is pretty standard, I'd say
5 is the average force dished out in this game
and thus conversely 5 intercept will block the
average force dished out in this game. As for
the cost lets look at fellow typless 5/5 Baren
Justice. It has no effect and costs 2/1/0. This
has an effect for the same stats and costs
2/1/0. Well I'll be, director's cut obseletes
Baren Justice! Ok so I'm sure most of you
probably have noticed that for a long time, back
when I first realized it I was rather annoyed, I
hate obseletion in cards, but I've since come to
grips with it, the fact of the matter is 2/1/0
5/5 is a standard which baren justice sets.
Everything else has to play off that standard.
In DC's case they apparently felt that its
teamwork moving effect was worth about half a
green more so they rounded down and voila, same
cost, same stats, but an effect.
Deeper Analysis: Ok so its stats corespond to
the cost and the effect wont' ever hurt you, its
effect says "may" so you can always choose
whether or not you want to move a teamwork if
you have any when you play it. The catch is that
most types have equally decent typed costs with
useful effects, so whether or not directors cut
belongs in your deck depends entirely on whether
or not you think your actually going to make
good use of the effect (and if a 5/5 basic
offense attack fits with the rest of your decks
theme). What uses does this effect have? Well
aside from placing teamworks where you want them
you can also simply move them down so they don't
get bunched up in your first zones or to help
you get potentially better celebrations. Perhaps
the biggest reason to use the effect is in its
combos.
Combos/Uses: Heres the scenario, in your green
zone is a Tao En, your in yellow zone facing a 5
force, you flip Directors Cut, its your lucky
day, you counter attack with directos cut, 5/5,
nice but wait theres more, now that youv'e
counter attacked you you get to move a teamwork
to an empty zone, theres nothing in your yellow
zone so you move Tao En over here. Now its your
opponents chance to counter.... except he looks
over to find rather then that simple 5 he
thought he was facing a 7 is staring him down
instead. Tao gives his effect to the strikes in
his zone and now DC is in his zone, sure its
only 3 intercept but that doesn't matter because
you've already counter attacked prior to using
the effect. Its similar to if you Cherubs
Blessing'd when your opponent had ward offs out
that helped him block something, the attack is
still blocked so the fact its intercept is non
insufficient is irrelevant. This combo can also
be used with Spirit of Fire or in the future
with any other teamwork with a continously
active decrease in intercept meant to balance a
continously active powerful effect. If you want
to be less impressive you can always move over a
Duncan and turn DC almost completely into a Come
Uppance. Of course the ability to use this
effect is reliant on you having a teamwork to
move over and that their isn't already a
teamwork in that zone so its not a perfect combo
but its still can be quite nice.
Final Stat Breakdown:
Constructed: 3.5/5 (not every deck needs them
but decks running Tao end or Spirit of fire in
particular should really consider them)
Sealed: 4/5 (like Epicenter yesterday this is
just a solid draw for sealed, especially since
your more likely to actually get tao en as well)
|
Darth
Vailo |
Foreword
Hey
all and welcome to Wednesdays review.
We are at the half way point in Dans
Card of the Day week, and we are
reviewing a very, very, very good card.
Read on
Card Advantages
Today we review Directors Cut, one of
the best strikes in the game so far. I
do not put IMO because it is actually a
factual statement. Everyone seems to
love Directors Cut. Why? Because it is
advantageous. And who doesnt like
advantageous cards. Okay heres the deal
the effect states that you can move any
teamwork you control into an empty zone.
This is just plain abuse when paired
with cards like Silva and Lililala who
are great in specific zones. (IE-Silva
in the green/red and Lililala in the
red.) This is actually the reason I like
this card so much. It helps abuse my two
favorite cards in the set. >.< (*Slaps
self for playing favorites again*) This
really works good with all sorts of
teamworks though spanning the entire
trait continuum. Cards like Tao En,
Spirit of Fire, Turbine, ect getting in
your way in their current zone? Then use
this card and reposition them. That is
another thing that makes this effect
meaningful, in this game cards like the
ones I mentioned before can be a
nascence just as well as a blessing.
There have been times where I myself
have cursed at Spirit of Fire Immortal
Legacy because he reduced my intercept
at a key point in the match up. But this
card balances that imperfection out
quite nicely. Seriously this may seem
like a trivial effect to the untrained
player, but once you get hit with this
you will see why it is so good. I have
been severely hurt by this card as well
as abused it something terrible.
I
eluded to this next point before, but I
suppose I should mention it to you if
you have yet to notice it, Directors
Cut is enfranchised. Yep, score two for
this little doo dad. (*slaps self for
using extremely dorky phrase*) Being
able to splash this card into any deck
is just beautiful. This has got to be
the greatest aspect of the card. It is
so versatile. So versatile in fact I
have seen most decks running it. (Those
that are not are usually not running a
big teamwork base in their decks)
Besides that we have some great stats.
Five force and five intercept is lethal
in any game. As I stated in my last
review it can score 50% of the time.
That is pretty darn good if you ask me.
I would not like this card if it were
say 4 and 5 or 5 and 4. But 5 and 5 make
it extremely good. It has enough overall
power to squeak past most forces and has
enough force of its own to give the
opponent some rough times.
Rounding out the pros of this great card
is its great cost. Two green and one
yellow furyoku for all of this=abuse. I
have tried telling people this so much.
Green furyoku is nothing. It is the most
miniscule aspect in the furyoku world.
You are virtually guaranteed to
replenish 1 a turn. (Barring card
effects) So basically that cuts the cost
in half. The yellow is sometimes a pain
but it is certainly nothing to cry over
either.
Pros
Great stats.
Great effect.
Not franchised.
Cheap cost.
Card Disadvantages
The only thing that ruffles my feathers
with this card is that it is so darned
hard to get! Really this is tough to
come by. While only an uncommon it is
highly valued by most players. So
getting it can be tough.
Cons
Hard to acquire.
Summary
Run it. No matter the deck Id say you
can benefit from this card. Unless that
is you are not running any teamworks,
but then, who doesnt run teamworks
anyway? Exactly. Maybe Im being to
nice? I dunnoI just like it.
Ratings
Tournament-4.5
Casual-4.5
Sealed-5
Overal-4.5
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 |
Directors
Cut
This is another one of those cards I just don't
understand with the name choice. Director's Cut
is today's card. I don't understand what the
name has to do with the card picture. Maybe I'll
figure it out someday, but that's not what's
important about the card. The stats and effect
is what really counts, not the poorly worded
favor text. But let's move past that, and look
at his cost.
This card costs two greens and a yellow furyoku.
A well-balanced mix for a card cost. It's also
uncommon and has no trait limitations, the trend
for the week.
His force and intercept is both 5. Another high
stats with low cost. Most of your strikes should
be giving off at least a 4 force. You should
always aim for the 5 though.
His effect is also very useful. When you
counterattack you can move a teamwork you have
in play into another one of your teamwork zones.
This effect is completely optional. If you move
a teamwork card into the zone you are playing
Director's Cut from, you will not get any
effects from the teamwork directed onto
Director's Cut. There won't be any increase or
decrease for Director's Cut until your
opponent's turn. The reasoning behind this is
because your action of counterattacking is the
last action you will do during your turn. The
movement of the teamwork would happen after you
attack but before your opponent's turn. So this
card is great for setting up your field for your
next turn.
This card is great for 2 decks in general (but
can be played almost anywhere). A deck that
requires a few teamworks in certain zones or a
cheap deck. In the cheap deck you might need to
move your few strong teamworks around. Cheaper
decks, in terms of price of cards not your
strategy, will be more used in Casual or Sealed.
But this card also has it's uses as just a raw
"beat-stick" in Tournament scenes. It's a
well-balanced card, so I gave it a good rating.
Very playable, for many decks, but of course it
doesn't need to go into every deck.
Causal: 4/5
Tournament: 4/5
Sealed: 4/5
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