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Pojo's Shaman King TCG Card of the Day

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
 

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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