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Pojo's Shaman King TCG Card of the Day
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Bone Army
Type -
Card Number -
Card
Ratings
Limited: 3.75
Constructed: 3.33
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 02.21.05
|
Dan The
Timid |
Bone Army
Strike
Type: Guardian
Cost: 0/1/0
Stats: 4/1
Effect: If you counter attack with Bone Army,
charge this zone.
Flavor: Faust VIII is tough to beat when he has
home grave advantage.
Hey, we start the first shaman king card of the
day with a card that's got Faust fans angry, not
cause its bad mind you, but because we were
given it, but not Faust himself in
Reincarnation, heh. Still Faust or not, Bone
Army does gives us skeletal summoning for that
little necromancer in all of us.
Anyway, Bone Army belongs to what I'm herein
going to refer to as the little brother class.
That is to say, its one of several cards in the
first set that have the same effect as another
card, but inferior stats, effectively that
stronger cards little brother. In Bone Army's
case that older brother is Necrawakening, a card
I've seen in pretty much every guardian deck
I've seen posted. But does Bone army have the
stuff to keep up with his older brother, lets
take a closer look.
Pros:
- Relatively cheap at 1 yellow
- Charge a zone with out using an advantage
- 4 intercept will block an opening attack and
pretty much anything defensive in nature.
Cons:
- HORRIBLY weak force of 1
- 4 intercept won't block the upper medium to
strong attack
Overview:
So how does this all balance out, for the most
part I'd say the cons do slightly out way the
pros. A 1 force in this game is just asking to
have a "punisher" (a card that gets an extra
effect or becomes stronger if counter a weak
attack) played again it and allows your opponent
to counter pretty much at his or her leisure. As
a strike with out tactical the mediocre
intercept can also be a burden, if this comes up
in your red zone and your facing a 5 or higher
force your gonna be giving up a point. Whats
more, its charge effect, while it can be very
convenient, is still something you could get
just by running any of the numerous 1 green cost
advantages, then follow that up with a superior
strike.
Deeper Analysis: I gave Bone Army a harsh review
but don't get me wrong, this card has its uses,
decks with cards that can turn anything into a
tactical (such as ones using the teamwork
Mikihasa) can lesson his bad draw factor, and
any deck that focuses on charging as fast as
possible or is low in advantages should always
consider a card like this that can help you
return attacks and charge zones at the same
time. Also keep in mind, if you load up on too
many advantages to charge you could potentially
draw one after another until you've either
burned up all your foryoku or you're forced to
just take a hit, so being a strike and a charge
does have its benefits.
Potential Use/Combo: This card captures a
skeletal army fairly well, its cheap, decent at
taking hits, but not much of a threat just like
Fausts Bone Army in the show. Fausts goal was
never to hit Yoh with his skeletons, but to get
Yoh to burn up all his foryoku using larger
attacks to take out his cheap skeletons, and
thats the type of strategy that Bone Army could
be used for in the game is well. Many decks only
run the "big brother" cards, the huge attacks,
if your facing one they will be forced to burn
more foryoku then necessary to return your Bone
Army and now you've got a foryoku advantage and
a zone charged, not bad, not bad at all.
Rating Break Down:
Constructed: 2/5
Constructed Low Advantage Deck: 3/5
Sealed: 4/5 (here you never know what type of
strike to advantage ratio your gonna get so a
card that can perform the task of both is more
useful) |
Guardain X |
Bone Army
Symbol: Guardian
Cost: 0/1/0
Status: 4/1
Effect: If you counterattack with Bone Army,
charge this zone.
Today's Card of the Day is Bone Army. Bone is is
a guardian attribute strike with a cost of 1
yellow furyoku, and a intercept of 4 and a force
of 1. This card allows you to charge the zone
that your in when you counter attack with this
card. Now that's a pretty good effect right...
Right.. But the thing that hurts this card is
its Force, now its Intercept is a stable 4 which
in my book is pretty good, but its Force is only
1 which will make it very easy for your opponent
to counter it and send a more pwerful attack
back at you.
IMO its older brother Necrawakening is a lot
better its basically the same card but with an
Intercept of 5 and a Force of 5, now it does
cost 1 green furyoku and 1 Red furyoku but to me
its worth it.. Over all Bone Army is not a bad
card but it has a chance of turning on you. Now
for the rate..
Sealed Play: 4/5
Casual Play: 3.5/5
Tournament Play: 3/5
Over All Play: 3.5/5
That's my opinion- Guardain X |
andysislands |
The First
Card of the Day review. As a long time Pojo
viewer, I know you can't remember everything
about all the CotD reviewers themselves, so
I won't waste the space. My screen name is
also skn, if anybody is wondering, now onto
the review!
The start
of the week is a common card, Bone Army.
Trait Restrictions are Guardian so you can
only use this card with the current shamans
of Zeke, Jeanne, and Jun.
As a
Strike card you look at the stats. A 4
Intercept can block the Opening Attack. This
can stop some of the strikes sent at you,
pending they aren't powered up from a base
standard of 4. A Force of 1 is very bad.
Your opponent will easily counter this, as
well as Replenishing. Cost of 1 yellow is a
fair price.
Now the
effect states that if you counterattack with
Bone Army you charge the zone you are
currently in. The trick with this card is
counterattacking with this card without
using an Advantage card. If you used an
advantage card, you will most likely charged
that zone, thus making Bone Army's charging
effect useless. But if you don't use an
advantage card to power up your Intercept or
Strike you still get it charged, so it's a
win-win.
In the
shaman cards of Zeke, Jeanne, and Jun they
have very powerful Signature Moves, which
need to get charged quickly. You may want to
consider putting at least one of these cards
in your deck (or even up to 3) if you are
planing to use your Signature moves for
scoring points. "Ancestral Apparitions" is a
more powerful strike, but has a higher cost
and optional similar effect. But in terms of
casual play, a 4 intercept should return a
few attacks and even more if you played in a
sealed tournament.
Casual:
4/5 (Most strikes will be around the 4 force
range)
Tournament: 3/5 (The chances of running into
5 force is higher)
Sealed: 4/5 (Same as casual)
|
Darth Vailo |
Bone Army
Card Text| If you counterattack with Bone Army,
charge this zone.
Costs-1 Yellow Furyoku
Intercept-4| Force-1| Card Type-Strike|
Trait-Guardian|
Rarity-Common| Art Number-SK_0038| Set
ID-REI_097
Flavor Text-Faust VIII is tough to beat when he
has home grave advantage.
-------------------
Foreword
Yay my first review! Hopefully everyone has
gotten a chance to get their hands on some
Shaman King cards already. If not get out there
and find yourself some! I would first like to
thanks Pojo for giving me this great
opportunity. It truly is a great honor to work
on one of his websites.
Before we get started I figure I'll introduce
myself to those of you who may not know me. I m
sure some of you recognize me from countless
other sites on the net as well as on several
forums. I have written for Yu-Gi-Oh! And Duel
Masters in the past both freelance and in some
cases I have worked steadily with a few sites
here and there. I m an avid Yu-Gi-Oh! Player as
well as a Judge. I recently won the local
Regionals event here in Missouri and I have
judged most all of them. I hope that you all
enjoy my writing from here on out as much as I
ll enjoy presenting it to you.
Bone Army was pretty hyped prior to play testing
by a great deal of players. In fact many cards
in Reincarnation that are similar to Bone Army
were very hyped such as, Rain of Bones,
Necrawakening, and Ancestral Apparitions . How
does Bone Army stack up to its brothers you ask?
Read on to find out
-----------------------
Card Advantages
Bone Army is one of those very unique cards in
Reincarnation. It has a very nice effect with a
considerably cheap payment to boot. First we'll
start with the effect, which reads, anytime you
counterattack with Bone Army, charge this zone.
Pretty nice ay? Very nice indeed considering the
fact that charging is so important. Your goal in
Shaman King, besides winning of course, is to
unleash your characters devastating signature
moves. However that can often become very hard
in that pesky Red Zone. In most cases you d be
left to hoping that you flip an Advantage when
you get into the Red Zone in order to charge it.
But with Bone Army you get a charged zone with a
body. Which is better than an Advantage in that
respect since you re getting more bang for your
buck. (Which in this case is Furyoku.) Of course
it does not have all of the bells and whistles
of an Advantage since it does not allow you to
re-flip into the zone since it s a Strike. But
it still gives you an extra boost charging wise.
Besides the effect that Bone Army boasts it also
has a nice cost at 1 Yellow Furyoku. In most
games the action tends to get very fast and
furious. This means that the Furyoku will be
flying by very swiftly leaving it very hard for
you to keep up a solid number. But with Bone
Army you don t have to worry about that.
Generally speaking 1 Yellow Furyoku is not that
hard to come by. Behind Green, Yellow Furyoku is
the most plentiful energy source you'll have
leaving Red in the back of the line. This means
that you will tend to flip over Bone Army and
not have to worry about the cost hurting you to
badly. In other words your mind won t be yelling
at you for it later. (Which is always a plus.)
Pros
A good effect that gives you an extra chance to
charge a zone.
Relatively cheap casting cost compared to most
Strikes.
Acts sort of as an Advantage with a body.
-------------------
Card Disadvantages
For all of its good traits Bone Army has some
very serious faults. Among which is the
statistics. While Bone Army boasts a low cost it
also boasts a very weak Intercept of 4 and a
Force of 1. This means that you won t be winning
very many exchanges with it unless it has some
support from your Teamwork cards. In general the
average power for a cards Intercept is 5.
Leaving Bone Army below average in this aspect.
There just isn't very much you can counter with
an Intercept of 4. Some Shamans like those for
Team Yoh for example are vulnerable to this
number due to their Force usually being a bit
lower than most, but a lot of the time you ll
find that you will be either focusing or
discarding it. And that is no good because then
you can t reap the benefits of the cards effect
which is the main reason for using it!
The Force on Bone Army is a measly 1. This means
that you'll virtually never get passed the Green
zone with this card. While this is not the point
of the card it would still be nice to gain a
little something extra like another Furyoku.
Besides the aforementioned terrible stats, Bone
Armies effect is also not all that it s cracked
up to be. A lot of the time you re going to run
20 or so Advantages. (Give or take some
depending on your preferences and style.) This
would mean that charging zones will happen about
30% of the time you flip a card. Since the
chance of Charging a zone is the only reason you
re ever going to use Bone Army this leaves it
virtually useless. This all means that you ll
need to both find an opportune time to cast Bone
Army due to its ridiculously weak Intercept, [I]and[/I]
have an uncharged zone to use its effect! In my
opinion that is just to much of a conditioned
effect to be practical.
Cons
Low Intercept makes it very hard to use this
card without support.
Low Force means you ll almost never get past the
opponents Green zone.
Has a very conditioned effect.
-------------------
Summary
All in all I do not recommend Bone Army. It has
a pretty good effect, but the very low Intercept
and Force numbers just make it to hard to use.
Besides that its effect is only average in most
cases. Yes it does give you a better chance of
charging, but why not just up your Advantages if
you need that? Perhaps if you want to make it
work you could use Teamwork cards to make it
better, but why bother? The only deck that I
would see this card having any success in is a
Zeke deck. Reason being is that Zeke has some
very strong Teamworks and one of the biggest
aspects of his deck type is zone charging. In my
humble opinion it is best that you shoe box this
one any other time.
-------------------
Ratings
Tournament Play-1.5
Casual Play-1.5
Sealed Pack-2.0
Overall-1.5
(Add 1.5 to the scores in a Zeke deck.)
-------------------
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.
^_^v Peace, Love, and may you never find
yourself on Tilt!
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