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Pojo's Shaman King TCG Card of the Day
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Bestial
Savvy
Type -
Advantage
Card Number - REI-127
Card
Ratings
Tournament- 4
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 - 06.10.05 |
andys
island |
It's
Friday once again here on the honored "Friday
Pick" of Pojo Card of the Day reviews. "Bestial
Savvy" is this week's best card. This card name
is alittle weird, since it isn't "Beastly
Savvy," but "Bestial." Bestial means beastly, so
it basically the same thing. It just doesn't
roll off my tongue very well.
Like "Feral Instinct," this card also has no
trait limitation. A downside to this card is the
higher card cost. 3 green and 1 yellow furyoku
is required to play this card. Also this card is
a rare, so my be harder to find.
This card is also like "Feral Instinct" when you
look at it's effect. Basically it does the same
thing, just replace "Feral Instinct" for
"Bestial Savvy." Now if you haven't looked at
any red gain cards you might be asking why
paying more furyoku is actually better. The key
point is this card doesn't cost a red to be
played. With this benefit, you can get a net
value of 2 reds, not just 1 red furyoku. You
will lose some more green furyoku when you play
this card, but they can be replaced fairly easy
in a turn or two. It's alot easier to fill up in
green than it is red.
There isn't much more to say that hasn't already
been said. If you need red gain in your deck,
this is the card to use. In upcoming sets I am
sure that there will be better cards. Until that
time comes, play this card in decks that run
high on reds.
Casual: 4/5
Tournament: 4/5
Sealed: 4/5
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Blank Zero |
Name:
Bestial Savvy
Number: REI_127
Cost (G/Y/R): 3/1/0
Type: Advantage
Rarity: Rare
Trait: None
Text: "Immediate. Add two red furyoku. You do
not charge from playing Bestial Savvy."
Flavor Text: "You know in your heart that
Shamans and spirits are working together.
Neither needs to control the other." —Mikihasa
Well, this card wraps up the red-gaining
advantage theme.
This card rocks because:
-It actually gives you two reds.
-It can get you out of a "red lock."
-It's traitless.
Well, the first thing that needs to be mentioned
about Bestial Savvy is that it corrects the main
problem with Feral Instinct, which is that the
red gain is offset by a red cost. With Feral,
you gain a total of one red after considering
the cost of the card; with Bestial, you're
actually adding both reds.
This also brings up another point. With Feral
Instinct, it's possible to get "red locked,"
which is to say that if you don't have any red
furyoku, it becomes impossible to get more,
short of focusing in red. Bestial Savvy gives
you a means by which you can replenish your
stockpile of red, without requiring you to have
red furyoku already, allowing you to break out
of a red lock situation.
And, because it's traitless, if you pull it in
Sealed, you can use it in any deck (I'd suggest
doing so, as well).
This card sucks because:
-It has a high net furyoku cost.
-It doesn't let you charge.
Yeah. Feral Instinct has a net cost of 3,
Bestial Savvy has a net cost of 4. This means
that Feral Instinct might be preferable in
something like a Duncan deck, which prefers
furyoku quantity to quality. Most of the time,
I'd recommend Bestial, though, because the extra
red can be extremely useful in many situations.
And you don't get a charge off of it. I find
that the ability's useful enough to make up for
that more often than not, but it's still sort of
annoying when you're trying to charge all your
zones and this shows up.
DANGER! Kids, don't try these combos at home:
Jun, Big Sister can be amazing with this card.
Pop her in the green zone, and you can abuse her
effect to make up for the high green cost of
Bestial. Play it in a Joco zone to lower the
cost to four green. Not to mention, it works
very well in any deck with a lot of red costs,
like most guardian decks; Zeke, Jun, and Jeanne
all have very red-heavy costs, which can be
aided by the use of Bestial Savvy.
Other than that, it's pretty much a stand-alone
card. The effect isn't really there for combos,
it's there to help with furyoku management.
Summary:
This is a solid advantage, offering a nice two
red payoff for payments in green and yellow.
It's more economical quality-wise than Feral
Instinct, and doesn't have any of the terrible
drawbacks of Thug Life. Overall, this would be
my favorite of the three cards this week, and is
the one that I would recommend most often for
any deck.
It's especially useful in Sealed, where the mix
of cards you get might benefit from a little bit
of good furyoku management. And the fact that
it's traitless means that you can play it in any
deck you want to.
Rating:
Constructed: 4.5/5
Sealed: 4.5/5 |
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