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Pojo's Shaman King TCG Card of the Day
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Thug Life
Type -
Advantage
Card Number - REI_137
Card
Ratings
Tournament- 1.5
Casual- 1
Sealed- 1
Ratings are based on a 1 to 5
scale 11 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 06.08.05 |
andys
island |
Motorcycle! Ryu loves his motorcycle. While
riding it he also sings a song about his
motorcycle. I thinks that's alittle weird, but
that Ryu for ya! Anyways, I will refer to Ryu as
Rio, since that's what he is being called in the
English Dub. Ryu was his name in the Japanese
Shaman King.
Today is "Thug Life," and uncommon advantage. As
shown under the Trait description in the
rulebook, Rio's "Thug Life" has a trait of body.
Rio hasn't been released as a shaman yet, so you
can't play this in a Rio deck yet. This
advantage also has a card cost of 2 yellow
furyoku. That can make a big dent in your
furyoku, but luckily the effect has red gain.
The effect states: "If you counterattack from
the red zone, add two red furyoku." The idea of
getting 2 red furyoku is actually false. There
is a two of factors you have to consider:
1. You must counterattack from the red zone.
Timing for this could be hard. If you flip it in
the red zone, then it's a no brainer, as long as
you do counterattack to get the effect. If you
flip this card prior to the red zone you run the
risk of counterattacking before reaching the red
zone. If you flip "Thug Life" in the green zone
then you have to throw away up to 2 perfectly
good strikes before reaching the red zone.
2. Your opponent will gain 1 red, 1 yellow, and
1 green furyoku since you counterattack from the
red zone. True, your 2 yellows that you paid for
the cost of advantage will come back as red
furyoku, your opponent gains alot of furyoku as
well. You'll make some on the way down to the
red zone as well, but you should never give free
furyoku to your opponent.
This card helps you and your opponent if you can
pull of the effect. The goal of the game is to
hurt your opponent, not help them. I don't like
this red gain card, and I don't think it should
be played in any format. There is just too many
things that could go wrong and backfire on you
or help your opponent.
Casual: 1/5
Tournament: 1/5
Sealed: 1/5
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Blank Zero |
Name:
Thug Life
Number: REI_137
Cost (G/Y/R): 0/2/0
Type: Advantage
Rarity: Uncommon
Trait: Body
Text: "If you counterattack from the red zone,
add two red furyoku."
Flavor Text: "I can help you get in touch with
your inner gangster." —Rio
Well, I just got back from choir tour, then I
had to leave again for Orientation at UCF for
next year. But I've finally settled back down,
and I'm pleased to be joining you all once more
for story time... I mean the Card of the Day
reviews.By some terribly complex form of logic,
Dan, while on strike and refusing to actually do
CotD reviews, did pick this week's cards. The
theme is apparently Advantages that give you red
furyoku.
Today's card feature's Rio, better known as Ryu,
along with his spirit, Tokagero. Apparently,
this card reflects the risky fighting style
emphasized by Ryu in his battles, by running a
few risks of its own.
This card rocks because:
-It can net you two red for a decent price.
-You charge your zone.
Well, let's be honest. The two other red-gainers
that you see played most often, Bestial Savvy
and Feral Instinct, cost more than this card to
play. Bestial costs three green and a yellow,
which is about a green and two yellow, while
Feral costs one of each color, roughly three
yellow equivalence.
So while those cards can actually make it seem
like you're paying something, i.e. a green to
upgrade two yellows to reds for Bestial, or a
green to upgrade a single yellow to red for
Feral, this card actually give you, essentially,
a two yellows to reds upgrade for free.
Well, maybe not entirely FREE... but that's
covered in the next portion of this review.
And, unlike Feral or Bestial, this card actually
lets you charge the zone you play it in. Pretty
classy.
This card sucks because:
-While you get two reds, your opponent gets one
of each type.
-It forces you to take a risk.
-It's franchised to Body shaman.
Urmm... right. The whole FOR FREE thing is
really just a sham. The big drawback of this
card is that it forces you to play out of your
red zone for the two extra red. This means two
things. First, your opponent is getting one of
each color furyoku, which is roughly equivalent
to gaining two reds of their own.
Second off, this also means that if you don't
play a strike from your red zone, you just threw
away two yellow furyoku for no reason. If you're
already in the red zone when you flip it, it
might be worth it to go for the all-or-nothing
approach, but if you are only defending in green
or yellow, that means you're gonna force
yourself down to red, often unecessarily.
This, of course, means that the card itself
rewards risky playing, which might be a feasible
strategy for a deck that's built to cope with
situations like this, but such a risky strategy
can easily go awry in this game, which relies on
a lot of probability.
And of course, there's the standard Body trait
listed as a disadvantage. But that's just how
the trait system works. Get used to it, if you
aren't already.
DANGER! Kids, don't try these combos at home:
This card works particularly well in a Jun deck,
which boasts high intercept strikes that
substantially increase your odds of being able
to intercept from the red.
In a Matti deck, you have Big Bill which can
help you intercept strikes in the red zone,
increasing the odds of pulling the effect off.
Duncan has access to Venster, Tactician for the
same purpose.
Overall, there's not really much to do with this
card. it revolves around a strategy that I
wouldn't really recommend trying to run in any
deck, but if you like taking risks, have fun
with it.
Summary:
This card offers the cheapest two red boost out
of the the three advantages devoted to gaining
red, but the drawbacks involved with pulling off
the effect sort of cancel out with the nice red
bonus. Overall, it has the potential to put you
into a really tight spot, even if your deck is
designed to handle such situations. In Sealed,
it's almost completely unplayable, because you
can't really set your deck up adequately to
support the effect.
Rating:
Constructed: 2.5/5
Sealed: 1/5 |
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