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Pojo's Shaman King TCG Card of the Day
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Comeuppance
Type - Strike
Card Number - REI_122
Card
Ratings
Tournament- 3.75
Casual- 3.5
Sealed- 4.25
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 06.29.05 |
andys
island |
Today's
card is "Comeuppance" a common strike card
featuring Duncan. The trait limitation is Melee.
The card cost has a balanced 2 green and 1
yellow furyoku. Finally the strike has 5
intercept and 5 force. Both Golden numbers,
which makes it very playable.
The effect states that; "Whenever your opponent
plays a non-strike, +1 force." Just like
Monday's Card of the Day, this card also gains
some additional force. Playing this with the
teamwork "Duncan" can make a pretty powerful
combination. Your opponent may limit on the
number of non-strike cards he/she would use
after you counter attacking. This card is great
in sealed since it has solid stats of golden 5,
with an effect to power it up even further.
Casual: 3.5/4
Tournament: 3.5/5
Sealed: 4/5
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Blank Zero |
Name:
Comeuppance
Number: REI_122
Cost (G/Y/R): 2/1/0
Type: Strike
Stats: 5/5
Rarity: Common
Trait: Melee
Text: "Whenever your opponent plays a
non-strike, +1 Force."
Flavor Text: "When speed and mercy are required,
I dispatch Nergal. The rest of the time, I fight
alone."
One thing that must be mentioned about Duncan is
that he seems to, unlike the other shaman, rely
on his own strength to defeat enemies, and use
his spirit ally only when he really needs to.
This brings us to our second card on Duncan
Donut week, Comeuppance, which features Duncan
in a power drive to the ground with his mace. Is
the card as powerful as Duncan himself claims to
be? Let's have a look:
This card rocks because:
-It has nice, solid stats.
-The cost isn't too horrendous.
-It's really easy to score on someone with a
non-strike heavy deck.
-It's common.
A stat build of 5/5 means that Comeuppance is
right on the level of playability, with the
standard intercept and the standard force of 5.
And for a cost of two greens and a yellow,
you're getting Barren Justice + An effect, yet
another example of how traited strikes are
almost always better than traitless.
The true power of this card is that it either
forces your opponent to play conservatively, or
punishes them for not doing so. If they flip a
non-strike, they have the option of either
playing it and making your strike harder to
block, or focusing/pitching it, to give you
another zone's worth of advantage over them.
This card scores very reliably, I might add. In
several games I've played, the opponent's
mindset is "I can still block a 6," and they go
ahead and play some advantage or teamwork. The
problem for the opponent is when what they
thought they could block is now an overwhelming
8 force, and they have very few options left to
block with.
And on top of all of this, the card is a common.
That means that (1) it's really easy to get for
your deck when you're deckbuilding, and (2) if
you are running a Melee shaman in a Sealed
tournament, you're almost guaranteed to get one
or two of these. It's a really nice card, and
the fact that it's common only makes it better.
This card sucks because:
-It's traited to Melee shaman.
Because it's traited to Melee shaman, this card
can only be run with Yoh, Len, Matti, and
Duncan. So if you happen to adore Zeke, and
wanted a nice offensive card to run, this ain't
your friend.
Normally, i would have said that the chance of
the effect not going off is a negative, but
seeing as this card is already a 5/5 for 2/1/0,
it's right on par with Barren Justice, which
also sees a fair deal of play. None of the cost
of this card can really be wasted, so I'm not
gonna call that a con.
DANGER! Kids, don't try these combos at home:
Put this sucker with Duncan, Crusader, and
you'll completely obliterate anyone who likes to
play their non-strikes on a regular basis. An
extra 2 Force for every non-strike is just
brutal, and the fear alone of having to deal
with an immediate seven force can net you a
point every now and then.
Joco makes this card a 3/0/0, which is even
cheaper, although a converted cost of one less
green is only slightly worth it. This card's
already pretty cheap, so the cost shouldn't be
your biggest concern.
Summary:
This card is insanely good in the right deck,
and it can keep you on the offensive, while your
opponent struggles to maintain a decent defense.
The stats are right on par with the standard
strike, and the ability of this card to force
its way up into the higher levels of offensive
strength make it worth every last furyoku. I've
scored with this card many times, and I'm sure
any other Melee deck can get the same use out of
it. It's one of the cards I've started
considering a Melee staple.
Rating:
Constructed: 4/5
Sealed: 4.5/5
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