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Pojo's Shaman King TCG Card of the Day
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Duncan:
Crusader
Type -
Teamwork
Card Number - REI_084
Card
Ratings
Tournament- 2
Casual- 4
Sealed- 4.5
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 06.27.05 |
andys
island |
Just in
case you didn't catch it last week, I'm out of
town, so this week's reviews are done ahead of
time. They are short, and too the point, since I
have other Real life stuff to do. I picked this
week for a Duncan week. Maybe me and Duncan got
off to a rough start, but I am not to found of
him as a person.
Today we start off with "Duncan: Crusader" which
is a teamwork with a trait limitation of X-Laws.
His card cost is cheaply at 1 yellow furyoku.
It's cheap enough that it would hurt to have him
in a few zones. Next his effect states that "If
you counterattack from Duncan's zone, whenever
your opponent plays a non-strike, your attack
gets +1 force." A non-strike can mean an
advantage or a teamwork card. If they try to
boost their force or intercept up, then with
this card will help you even more. This increase
in force is great, but is also controlled by
your opponent. If you have 3 of these on the
field, your opponent will surely think twice
before using advantages or teamwork cards. Good
card, but should be played if you are running a
"beatdown" deck.
Casual: 4/5
Tournament: 4/5
Sealed: 4/5
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Blank Zero |
Name:
Duncan, Crusader
Number: REI_084
Cost (G/Y/R): 0/1/0
Type: Teamwork
Rarity: Rare
Trait: X-Laws
Text: "If you counterattack from Duncan's zone,
whenever your opponent plays a non-strike, your
attack gets +1 Force."
Welcome to "Duncan Donuts" week. It's a week of
cards all featuring Duncan, everybody's favorite
X-Laws mercenary. The cards this week were
hand-picked by our very own Andysislands,
starting off the week with a teamwork picturing
the big man himself, in all of his butt-kicking
glory. Let's have a look-see...
This card rocks because:
-It's pretty cheap.
-The effect is free.
-The effect can punish anyone with a non-strike
heavy deck.
-The effect forces the opponent to play
conservatively.
-It can make weak attacks powerful, or strong
attacks godly.
At one yellow, this card is extremely cheap to
play. Well, cheap in terms of overall cost;
compared to the other X-Laws teamworks, he's
actually sort of expensive. Either way, you
generally won't be killing yourself in order to
get this guy out, and that's always a good
thing. And there are no repeated costs; you make
a down payment of one yellow, and the +1 Force
to your strikes for every non-strike your
opponent plays is yours to keep.
Now, this effect can simply be brutal to someone
who flips a lot of non-strikes. A chain of
non-strikes will not only deplete their furyoku,
it will also boost your force to an ungodly
amount, making their chances of survival even
slimmer. The bast thing about this card is that
the effect accumulates, so you can tack on a ton
of Force to your attack, if your opponent is
unfortunate enough.
This said, Duncan also forces your opponent to
play conservatively. Some decks will suffer from
this; body-style decks like to abuse the cheap
Body advantages to boost their forces sky-high,
and this card essentially prevents tham from
doing so. Pretty much any player that likes to
kamikaze with their furyoku for a quick game
will suffer from the presence of Duncan on your
field.
And, finally, as has already been noted,
Duncan's ability to boost your force can
transform a weak attack into a respectable one,
or a strong attack into a virtually unblockable
one.
This card sucks because:
-The effect might not kick in.
-It's traited to X-Laws team members.
Ummm...that's all I can think of. There are
occassions when the effect will fail to
activate, because your opponent plays a strike
immediately, or even times when the extra force
that Duncan adds will still be blocked. In these
cases, get over it. You can always try again
next turn.
And, oh, yeah... it's traited to the X-Laws. So
Matti, Trey, Zeke, Yoh, Lola, Jun, and Len can't
use him. Big friggin' whoop. The three shaman
that CAN use it will have to suffice, for now.
DANGER! Kids, don't try these combos at home:
Comeuppance and Pounce are both wonderful with
Duncan, Crusader. From a Duncan zone, they get
+2 Force for every non-strike your opponent
plays. Comeuppance at 7 Force, Pounce at 6 Force
after a single non-strike is just plain insane.
Likewise, Reverberate also works wonders with
this card. While focusing is a good way to get
rid of a non-strike that would activate Duncan's
effect, Reverberate shuts down the effectiveness
of focusing, essentially forcing your opponent
to either counter your attack, or add more force
to it. It puts your opponent into a corner they
might not be able to get out of.
Other than those, pretty much any strike with a
high force can be made extremely powerful by
Duncan's presence in the zone.
Summary:
This card is absolutely brilliant for pretty
much any deck capable of running him. He can
blow a hole in your opponent like you wouldn't
believe. While he probably works best in a
Duncan deck, he can certainly find a welcoming
home in any of the X-Laws decks.
He's even better in Sealed, where your opponents
might have a lot of non-strikes, or simply won't
be able to deal with the increased forces of
your strikes.
Rating:
Constructed: 4.5/5
Sealed: 5/5
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