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Pojo's Shaman King TCG Card of the Day
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Mari; Doll
Mistress
Type -
Teamwork
Card Number - REI-052
Card
Ratings
Tournament- 3
Casual- 3
Sealed- 3
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 07.11.05 |
andys
islands |
BlankZero
picks another great week for us! This time
around we have "Hanagumi" cards. "Hanagumi" is
the name of the 3 girls on Hao's (Zeke's) team,
not counting Opacho or Lola. They will be
re-appearing in the "final 10 Shaman King anime
episode countdown" in a few weeks. Until then,
let's take a peak at "Mari; Doll Mistress." Her
full name is Marion Phauna, born on 2-28-1987,
for those who like little tidbits.
First off, this teamwork card has a Zeke trait
limitation. Next her card cost is a heavy red
furyoku. I am pretty bias in believing that red
furyoku is best devoted for strikes, since it's
always a sure thing you will counterattack at
that point. Using a red furyoku on a teamwork
can look good, but you might get some bad flips
and your opponent might score. I would always
try to stay away from as many risks as possible
when using your red furyoku.
Her effect states; "Eliminate a furyoku you
control -> You may eliminate a furyoku of the
same color [from your opponent's field,] if you
counterattack from Mari's zone. Use only once."
I added a bit of text to the card to clear up
the effect a bit. Eliminate your red furyoku and
take out one of your opponent's if you
counterattack. This card is built for repeat
uses, and the best place for that is in the
green zone. It's a great furyoku control card.
The only place this kind of card belongs is in
Furyoku control deck, with not more than 2
copies, since it cost 1 red furyoku to play.
Just eliminating furyoku doesn't win games, you
also need strikes. Furyoku can just limit what
strikes you can play. The best furyoku to remove
is red, but that might not always be the case.
If your deck doesn't use much yellow furyoku, it
would make sense that you start removing those.
"Mari's" effect is very open-ended during game
play, which does give it some good sides. The
red furyoku cost is a heavy blow to this cards
playability. I'm rating this card as average, as
long as it's in a furyoku control deck.
Casual: 3/5
Tournament: 3/5
Sealed: 3/5
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Blank Zero |
Name:
Mari, Doll Mistress
Number: REI_052
Cost (G/Y/R): 0/0/1
Type: Teamwork
Rarity: Uncommon
Trait: Zeke
Text: "Eliminate a furyoku you control >>> You
may eliminate a furyoku of the same color if you
counterattack from Mari's zone. Use only once."
Well, this week is a celebration of the "Hanagumi,"
three girls from Zeke's Team that have been
adored, coveted, and fantasized about by
perverted Shaman King fans everywhere. Anyone
who knows jack crap about the anime/manga can
predict this week's card line-up. We're starting
off the week with the saucy blonde of the group,
Mari.
This card rocks because:
-If you have a good lead in furyoku, you can
devastate your opponent.
-It has zone mobility.
That's about all I can think of. This card is
really good at enforcing a lead in furyoku, if
you have one. Wrecking your opponent's last red
furyoku can be an awesome maneuver, or you can
blast their green or yellow to force them to
overpay for their cards with red. The
possibilities are pretty astounding.
And, unlike Kanna, who will appear later this
week for those of you who were too stupid to
figure that out already, Mari can destroy any
type of furyoku from any zone she wants. This
makes her very versatile.
This card sucks because:
-If your opponent has a furyoku advantage, the
effect isn't going to help you.
-It's traited to Zeke-team shaman.
-It has a pretty hefty cost.
-You have to pay for the ability.
Well, if the opponent is the one taking a lead
in furyoku, you're going to find the ability of
this card to be completely useless, because the
effect is essentially a 1:1 trade in resources.
Second, it's traited to team Zeke, so... I guess
you can't run her in that Yoh furyoku control
deck. I just hope nobody was stupid enough to
try that in the first place.
And then there's the card cost. One red. With
the ability in mind, playing Mari is essentially
wasting an opportunuity to eliminate an
opponent's red. The cost of the card, therefore,
does not synch well with the effect of the card,
which is a shame.
And, of course, it doesn't help that you have to
pay for the effect. As stated before, this card
pretty much plays furyoku suicide, and whoever
had more to begin with takes a bigger advantage.
It works in some situations, but not in others.
DANGER! Kids, don't try these combos at home:
Stalefish Grab, Railbird, Owned!, and various
and sundry other ranged strikes with furyoku-adding
abilites, all combo well with this card, because
they can do the equivalent of feeding the
effect. With furyoku addition from your strike,
the furyoku subtraction of the effect is nowhere
near as severe.
There are probably some other things you can do
with it, but I can't think of any. This card was
made to support a strategy, not to support other
cards.
Summary:
This card is essentially a kamikaze runner, it
uses your own resources to take out your
opponent's. This can be devastating in many
situations, and useless in many others. In the
right deck, the effect can be extremely useful,
but in Sealed, you're rarely going to be able to
support the strategies that this card embodies.
Rating:
Constructed: 4/5
Sealed: 2.5/5 |
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