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Pojo's Shaman King TCG Card of the Day
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Kanna
Tube-Topped Terror
Type -
Teamwork
Card Number - REI_050
Card
Ratings
Tournament- 4.25
Casual- 3
Sealed- 3.75
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 07.15.05 |
andys
islands |
Finally,
this week we get "Kanna; Tube-Topped Terror."
This really shows that Upperdeck actually cares
about the hard-core Shaman King fans.
"Tube-Topped;" Are they even allowed to say
that? Also, Upperdeck shows their love by
keeping this card art exactly the same as in the
Japanese OCG (which as nothing to do with the
English game). Tattoo, cigarette, and clothing,
all remain intact. There is more to Kanna
Bismarch, than art. Let's look at the rest of
the card.
I think you got the trend, today is another card
with a Zeke trait. The card cost is 1 red
furyoku. Same old rant again, I just don't like
using red furyoku for teamworks unless they are
very important. Also this teamwork is a rare
card.
Her effect states that "Green --> If you
counterattack from Kanna's Zone, your opponent
doesn't replenish furyoku of the same color as
Kanna's zone." That green cost needs to be paid
every time you want to use the effect. Since
there are 3 zones, let's do a detailed look at
what happens when you play Kanna in each zone.
Green Zone: Once you pay for the card cost (1
red), then you need to also pay another green
furyoku (from what you most likely got from
replenishing) and attack. Then in the next turn,
your opponent doesn't replenish any green. You
are forcing both you and your opponent from
getting any green furyoku with "Kanna" in the
green zone.
Yellow Zone: You go down at least a red and a
green furyoku to use the effect. During your
opponent's turn, he/she gets a green and
counterattacks. You happen to land back in the
yellow zone, pay another green, and
counterattack. Then your opponent gets another
green. In this zone, your opponent is getting
green furyoku while you are being left out to
dry.
Red Zone. Once again, you lose a green and a red
furyoku. Then your opponent gets a green and
yellow furyoku from replenishing and
counterattacks from the green zone. You stubble
your way back to the red zone again,
counterattack, and lose that green from
replenishing. Same idea as from the yellow zone,
but this time your opponent gets even more
furyoku.
Of course there is many other factors that could
change the outcomes, such as your opponent not
counterattacking from the green zone. But since
your opponent always starts in the green zone,
that's something you got to think about when
using this card. "Kanna" is great green furyoku
control card when played in the green, but in
the yellow and red can be helping your opponent
more than yourself some of the time. This card
is pretty dangerous to yourself if you don't
know how to use it, so I wouldn't play it in
Casual. You won't be pulling too many of these
in Sealed, but if you get 2 for a Green Control
deck, I wouldn't see it as a problem. As always,
for tournaments, watch what furyoku you use,
since you might see this card against you.
Casual: 3/5
Tournament: 4/5
Sealed: 4/5
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Blank Zero |
Name:
Kanna, Tube-Topped Terror
Number: REI_050
Cost (G/Y/R): 0/0/1
Type: Teamwork
Rarity: Rare
Trait: Zeke
Text: "Green >>> If you counterattack from
Kanna's zone, your opponent doesn't replenish
furyoku of the same color as Kanna's zone."
In the final day of Hanagumi week, we wrap
things up with the rare card of the three, the
fiesty...blue haired... Kanna. And, indeed, like
her subtitle might suggest, she is wearing a
tube top. But how much of a terror is she
really? Let's find out in today's review.
This card rocks because:
-It can affect furyoku that your opponent
doesn't even have.
-In the lower zones, you're getting a high
payment-effect payoff.
Well, this card pretty much acts like Center,
without charging, but for the cost of a green
instead of a green and yellow. By which i mean
to say, it moves you up a zone with regards to
how much furyoku your opponent replenishes.
Plant Kanna in the green, keep up a strong
defense, and your opponent will never get any
furyoku at all. Plant her in red, a few late
counters, and you can easily starve a red-hungry
deck. And the cost is always a green, unlike
Mari whose cost was pretty much a kamikaze run.
This card sucks because:
-The card itself costs a decent chunk.
-It has limited mobility.
One red is a lot to pay for a teamwork. That's
just a fact. Fortunately for Kanna, her effect
uses no red, so she isn't shutting herself down
like Mari does. Unfortunately, she also has none
of Mari's mobility, by which I mean you're
restricted to attacking furyoku in the zone that
you planted her in, whereas Mari could hit
anything from anywhere in the zones.
DANGER! Kids, don't try these combos at home:
Two words: Stalefish Grab. This card combos so
well with Kanna that it's almost unbelievable.
Depending on your opponent's force, Stalefish
Grab can pay for several rounds worth of Kanna's
effect. And launching Staefish Grab from a Kanna
zone has the added bonus of abusing her effect
early on.
Summary:
This card is far less of a kamikaze runner than
Mari, and can have much more of an impact on the
game than Matti. Combining her with either of
those cards in a deck can really help you
enforce a furyoku control strategy. Because
she's less costly than Mari, she's more useful
in Sealed than her blonde friend is.
Rating:
Constructed: 4.5/5
Sealed: 3.5/5
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