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Pojo's Shaman King TCG Card of the Day

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
 

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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