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Pojo's Shaman King TCG Card of the Day
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Reposition
Type - Mind
Card Number - REI-008
Card
Ratings
Tournament- 3.75
Casual- 3.6
Sealed- 3.75
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 04.20.05 |
Dan The
Timid |
Reposition
Advantage
Type: Mind
Cost: 1/0/0
Effect: Immediate. You may move a teamwork to an
empty zone controlled by the same player.
Continuing Lily5s send off (I belive in english
they were given some sort of odd french name but
the exact name is alluding me at the moment) we
go to another mind advantage featuring the rest
of the members. Again I'm not familar with there
names, sorry, but we've got the bleach blonde
annoying leader one, the fiery red head, and the
glasses wearing unrealistic blueish green haired
one. I actually mentioned in mondays review that
I felt this was among the cards I'd rather use.
This card fits into my category of cards that at
first glance I thought were trash but on later
inspection found to be quite useful. Lets see if
my investigation will make you a believer to.
Pros
- Extremely cheap
- Charge a zone
- Manipulate either your or even your opponents
field
Cons
- Only mind shamans can use it
- Useless if neither player has teamworks, empty
slots, or everything is already where you want
it to be.
Overview: First off the "may" in this effect is
very important. That means you can still play
this card just for a charge or even just to
reflip in the same zone (effectively tactical
greening) if you don't want to or can't use its
effect. I've seen alot of people use this mainly
as just another way to charge zones and for that
purpose its certaintly not bad. It has no
negative side effect like ward off or spirit aim
so if your already running 4 decipher the ruins
and just want to charge a little quicker this
can certainly fill said void.
Deeper Analysis: Of course there more to it then
that. We reviewed Director's Cut last week and I
think everyone agreed that moving around your
teamworks can be pretty helpful. Its always nice
to move things lower for better celebrations and
less chance of teamworks coming up in the same
green zone over and over when its already full.
Also certain teamworks are just better in
certain zones then others such as Jun Big Sister
(you never want her in red if you've already
taken 2 hits) or Tao En (You only want him in
red if your enjoy losing alot). But it doesn't
end there. Unlike Director's Cut you also can
screw with your opponents teamworks. He got that
perfect set up finally, that big bill down in
red where he wants it, throw it back up to
green. That Joco in yellow making your high red
cost deck's life tough, throw it in red where
he'll have to let you have a red back to use
him. And Reposition is practically Kanna Tube
Top's worst enemy since the effectiveness of her
effect is based entirely on her zone (or best
friend if your the one with the kanna).
Combos/Uses: Er.... I just listed a bunch of
them... But basically a mind deck that cares
about charging or runs teamworks that have ideal
zone placement should defiantly consider this.
Anywhere else and its still not bad, even if you
don't run any teamworks its still a cheap zone
charge and can mess with your opponents. But it
is a little situational and its effect isn't
always that helpful so I wouldn't consider it a
staple.
Final Stat Breakdown:
Constructed: 4/5 (They will rarely win you the
game but they will also rarely cost you the
game. A very solid card as of the first set)
Sealed: 4/5 (See Constructed)
|
andys
island |
Reposition
Today we finish off with the rest of Lily5 with
Lilly, Sally, and Sharona in "Reposition."
Sharona is blond, Sally is red, and Lilly is
blue, in terms of hair color. As some may have
noticed, they edited Sally's clothing in the dub
anime. UpperDeck is kind to us true fans and
keeps the card images as close to the original
as possible. That is including the English text
in the background. A few words got cut off from
the picture, but a few letters were added. One
line that was cut off from the original OCG card
was "I'm not afraid." Which was at the very top
of the card. I bet it's a famous poem or song
lyrics of some sorts since Hiroyuki Takei likes
to put cool stuff like that in. If somebody
figures it out, let me know. Let's not worry
about such minor details, and let's continue
with the summery.
Another mind trait card. I don't feel as I
should express which shamans that fits with
again. A common is very easy to pull in sealed.
Next it's cost is just a 1 green. I would almost
categorize this card as a "throw-away." When you
flip it, you use it's effect and not focus it,
since it doesn't hurt you. Using this card to
keep yourself in the same zone could help you a
bunch. You could just have 4 of these in your
deck in order to increase your chance of drawing
more important cards by throw these cards away
once flipping them.
Their effect is optional, because of the "may"
in the effect. Immediate cards never reach the
advantage area, I don't know if that's a good
thing or not. I believe that's a personal
preference. The effect is simply stated that you
move a teamwork to an empty zone. This effect
isn't as useful as it could be since you can't
switch it with another teamwork in play. But an
upside is that you can move one of your
opponent's teamworks. Great for an general
control deck (not just furyoku control). If you
can figure out their deck type, you can make
smarter choices of teamwork placement.
"Reposition" is very well rounded for deck
types. Works great in control. A good pick for a
"throw-away." And basically works good in any
deck that uses teamworks. You might not always
have the best of luck when flipping teamworks
into the best zone. This card is a tiny bit
better in casual format. You will know at the
beginning of the game what type of deck your
opponent is running. It most likely won't make a
difference in the long run but continues the
concept of "getting to know your enemy."
Casual: 3.6/5
Tournament: 3.5/5
Sealed: 3.5/5
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