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Pojo's Shaman King TCG Card of the Day
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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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