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Pojo's Shaman King TCG Card of the Day

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.

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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

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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.

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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.

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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.)

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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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