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Pojo's Shaman King TCG Card of the Day

Captivate

Type - Advantage
Card Number - REI_061

Card Ratings
Tournament- 4.5
Casual- 4
Sealed- 4

Ratings are based on a 1 to 5 scale 1 being the worst. 3 ... average. 5 is the highest rating.

Date Reviewed - 07.18.05

 
 

andys
islands

Well, it's my week again to pick the cards for review. I was talking with BlankZero and noticed that we haven't reviewed a spectergram lately, so I put it up first for this week. This week's theme is Errata list. We're reviewing the cards that have the largest changes to them, starting at the top of the list with "Captivate." You can view the Errata list here on Pojo by going to the left hand menu and finding "Errata" right under the FAQ. Some of the cards on this list we have already reviewed, so that only leaves us with a few important ones. Below is what "Captivate" should be(directly from UDE):

Captivate
Advantage
Spectergram
Green: 1
Red: 1
You may play Captivate only if you are Lyserg.
Immediate. Move an opponent's teamwork to this zone. (If there is a teamwork in this zone, you may choose to put either teamwork in your discard pile.)

As a Spectergram card, these are the hardest cards to find. In Casual or Sealed, you won't find too many. Also this card is limited towards Lyserg decks only. UDE also doesn't have a restriction on how many "Captivate" cards you can have in your deck. So you can have up to 4 of this card if you want. The card cost is one green and one red. Using a red furyoku is kinda hurtful, but limits you from having 4 in a deck. If you ran 4 of these, you wouldn't have very much red furyoku to use.

"Captivate's" effect basically is that you 'steal' any teamwork your opponent has in play. You don't have to have the correct trait for the teamwork or have to pay the card cost (but you do need to pay for any card effect). You are limited to what zone you can place your opponent's teamwork in, but you are free to take one from any of his/her zones. Also, you don't have to put it in an empty zone, you can replace your own, or keep yours and just destroy your opponents. Yup, this card can just be used to remove a teamwork from your opponent if you want it to.

Once you have grabbed your opponent's teamwork and placed it in your zone, it stays in that zone and is treated as one of your own teamworks. If the teamwork is destroyed, it goes to your opponent's discard pile. Also, if it needs to return to the top of the deck it is placed on top of your opponent's deck. You have control of the card but you don't have "ownership." Ownership remains with your opponent.

What teamwork you could take is determined with what's in play. There are way too many variables to figure what would be good to take and what not. Use common sense, and think about what is the best move to make when using this card. This card will most be seen in tournaments, so be a on the watch out for your opponent using this card against you.

Casual: 4/5
Tournament: 4.5/5
Sealed: 4/5
 

 


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