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Pojo's Shaman King TCG Card of the Day
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Rouge Shot
Type - Ranged
Card Number - REI 126
Card
Ratings
Tournament- 2.2
Casual- 2.25
Sealed- 2.35
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 04.22.05 |
Dan The
Timid |
Rouge
Shot
Strike
Type: Ranged
Cost: 2/1/0
Stats: 6/4
Effect: -3 Intercept --> If you counter attack
with Rouge Shot, uncharge any zone.
Flavor: When Milly sees red, you see black and
blue.
Welcome once more, we finish the week with our
first ever Ranged card. It also happens to be a
Milly theme card which was its main reason for
being picked. Of the lily5 Milly seemed to get
the most support in the initial set so you knew
atleast one of her cards was going to show up at
some point. But theme aside, is Rogue shot worth
running in competitive decks, lets investigate.
Pros
- Average cost for those stats
- Relatively high intercept
- Potentially opponent crippling effect
Cons
- Relatively low force
- Very situational effect
- Only Ranged shaman can use it
Overview: Well initial glance will tell you this
is pretty much standard Ranged strike fare. It
seems many of the ranged strikes in
Reincarnation are 6 intercept with 4 or 3 force
and some sort of effect that requires lowering
the intercept. Rouge Shots lowering cost is a
little harsher then others, requiring you lower
it by 3. That means outside of using something
to boost your intercept your only going to be
able to be able to use it on 3 force or less
strikes. So in many ways you could consider
Rouge Shot a Punisher card. In general its just
a solid 6/4 strike but if your opponent sends
something small you can punish them with an
extra effect. The effect itself is pretty
unique, I believe its at this time the only card
in the game with said effect. It allows you to
uncharge an opponents zone of your choice.
Against certain decks that can be very
crippling, and against soul decks that just
burned a red on day of atonement to charge their
red zone its even more deliciously evil.
Deeper Analyse: Ok so its got versatility of
being a relatively high int with non punishable
force or being a non punishable force and a
potentialy evil effect. Sounds pretty good
right? Well its certaintly not bad but there is
still a few small snags. First off 4 isn't
exactly punishible under most standards but it
does allow your opponent to use all their cheap
and annoying effect cards like dark ascedance or
high powered counter cards like Mystic Beam. And
while that effect could be useful, theres also a
very real chance that an oppoturnity to use it
could come up and your opponent wouldn't have
any zones to uncharge, would only have green
charged, or simply wasn't trying to charge
anyway so the zone you uncharged was meaningless
to them. When you use a more pure punisher, one
that boosts the force of your strike to punish
them for sending something small your alwasy
getting a clear advantage. The size of your
strikes force is always important, but
uncharging zones isn't.
Combos/Uses: I once saw some one make an entire
deck dedicated to anti charging, using I believe
Concussive Blasts, Imposing Grandeur, and Rouge
Shots. Although against the Jun charge move set
I ran back then it was a real pain in the butt
in general I don't suggest such a thing.
Uncharging is certaintly an effect worth
splashing in a deck, but don't put too much
emphasis on it, you never know when you'll run
into decks where it just won't be useful. Anyway
Big Bill, Ward Off, or anything that boosts your
intercept will combo well with this card to make
its effect have a higher rate of being useable.
Still I wouldn't focus on getting the effect to
go off unless your local meta is charge
obsessed.
Final Stat Breakdown:
Constructed: 3/5 (solid, not spectacular)
Sealed: 3/5 (See constructed)
|
Darth
Vailo |
Foreword
Hey
all and welcome to the weekend! wOOt
wOOt. Anyway I sent my article in
Wednesday morning so you should be
reading it by now. If notuhhhsorry?
Read on
Card Advantages
Rouge Shot is one of those cards that I
do not care for to much. The reason is
it has no real pros. The only thing I do
like about it the effect. Basically you
are able to uncharge an opponents zone.
Thats always nice. Ermyathis is the
only pro here
Pros
Decent effect.
Card Disadvantages
Okay boys and girls let us talk about
the bad things about Rouge Shot shall
we? Okay we will start with the cost of
2 green and 1 1 yellow furyoku. Normally
this would be great, but the fact that
you are not getting that much for three
furyoku is bad. I only want to spend
this much furyoku if I am going to be
gaining something big. With this you
arent. For three furyoku you are
getting 4 force and 6 intercept. Okay, I
like the intercept, but still that does
not warrant use here. Six intercept will
potentially block anything the opponent
can throw at you, but the 4 force will
never score a point and will get
punished.
Besides those points the effect isnt
even going to go off unless you reduce
that solid 6 intercept to three. That is
way to much. Basically if you were ever
to want to use the effect you would have
to wait for a glowing situation where
they will be coming at you with 3 or
less force. This cannot even block the
opening attack! To me that is the final
nail.
But there is more. Rouge Shot is
franchised. IE-you cant play it unless
you run a ranged shaman. And its
uncommon. That is not worthy by the way.
Cons
Franchised.
Uncommon.
Bad cost.
Useless effect half the time.
Weak force.
Punishable.
Summary
I
sayno. Just do not bother. There are so
many better cards and thiis one is way
to situational.
Ratings
Tournament-1.5
Casual-1.5
Sealed-2.0
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 |
Today we
finish up Lily5 week with "Rouge Shot." All the
characters featured this week will be shown in
this Saturday's episode. This episode is brand
new for those living within the USA, and get
4Kids TV. It's on at 11:30am EST, as long as
Nascar doesn't overlap. Even if you can't get to
watch the episode, from reasons beyond your
control, you should know that bad things happen
when you fight against Hao/Zeke.
Milly's "Rouge Shot" has a ranged trait
restriction because of her gun. This uncommon
card has a cost of 2 greens and a yellow. An
average cost for a strike.Her basic stats stand
at 6 intercept and 4 force. Generally those are
good values. A Intercept increase from an
advantage card might help, if you plan on using
her effect.
If you opponent decides to send you a really
weak attack, this card is great to punish your
opponent. If the force is 3 or under, use the
effect to uncharge any zone. Unless you don't
like drawing cards sideways from your deck, you
will pick a zone on your opponent's side of the
field. This fits another control themed deck,
based on preventing your opponent from using
their signature moves. To use the effect you
must counterattack, so keep your intercept equal
or above your opponent's strike. You may need an
advantage to use her effect if your opponent's
force is a 4 or higher.
As the effect is optional you don't always have
to use it. During your games you might find that
a 6 intercept is also good to have. The 4 force
isn't as powerful as a golden 5 force. So be
careful your opponent won't try to take
advantage of your weaker force.
This card again is best in Casual. High
intercept will stop alot of strikes from your
opponent and the effect will mess up beginners
plans. New players try to always get out their
signature moves. "Rouge Shot" can really slow
them down. In Tournaments and Sealed this isn't
a bad choice, but hardly a trump card. The
effect is based on the mistakes of your
opponent, which may be harder to find. Your deck
may be able to handle the force of your
opponent's signature moves so you won't need
this card for the effect. "Rouge Shot" can fit
good into a few decks, but for most decks this
card may get in the way. Not the best Friday
pick, but they all can't be
winners!
Casual: 3/5
Tournament: 2/5
Sealed: 2/5
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