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Pojo's Shaman King TCG Card of the Day

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
 

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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