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Pojo's Shaman King TCG Card of the Day
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Imposing
Grandeur
Type - Soul
Card Number - REI_055
Card
Ratings
Limited: 4.25
Constructed: 4.15
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 03.04.05
|
Dan The
Timid |
Imposing
Grandeur
Advantage
Type: Soul
Cost: 1/0/1
Effect: Immediate. Your opponent chooses and
uncharges one of his charged zones. Instead of
charging this zone, charge any zone instead.
Hey again, we close our are second week and
first all advantage week of reviews in Grand
fasion with Imposing Grandeur. Right now this
particular advanage happens to be one of the two
most desired Soul advantages in my area (the
other being Invulnerability of the leaf but
thats a review for another time). Why are so
many people clamoring for this card, lets take a
look.
Pros:
- If you opponent has any zones charged he must
uncharge one of them
- You not only charge a zone but get to choose
which zone
Cons:
- Only Soul can use it
- Relatively expensive at a green and a red
Overview: This card is our first advantage to
belong to the "brother" class, a group of cards
I first discussed in my Bone Army review. While
Bone Army was a little brother Imposing is a big
brother to Day of Atonement, with the same
charge any zone effect for a red, but also
throwing in opponent anti-charging for a green
more. As has been common place in my experience
this is another situation where the big brother
is the more desirable card. Your getting the
already potent ability to charge any zone,
typically allowing you to charge that hard to
reach red zone but with the versatility to
charge anywhere should your red zone already be
charged, but now for a negligible extra fee you
get to undue one of your opponents charges,
whats not to like?
Deeper Analysis: Well there are a few things not
to like, a green and a red is still pretty
expensive, in a deck with lots of red costing
strikes burning a red just for some zone
charging just might be too harsh. Whats more not
only do you not get the secondary effect if your
opponent has no zones charged, but he gets to
decide which to uncharge so the majority of the
time your just going to fizzle his green zone
which is by far the easiest and most commonly
charged zone so while that extra green may seem
a negligble extra cost, often you'll get a
negligble return. And don't forget, if you use
this card just after your opponent fully charged
you can expect alot of nasty words to come your
way and who wants that? Ok, so most people do
want that cause it means they did something that
screwed their opponent over but I bring up these
negative points primarly to show that is card
isn't perfect, not every soul deck should
neccesarily be running 4 of them, however the
fact of the matter still remains that whether
its your focus to get to them or not every
shaman has sig moves so any card that helps you
get to your signature moves faster can help that
deck out. The ability to charge that annoying
red zone pretty much at will makes this a hard
card to leave out of any soul deck right now.
Uses/Combos: You wanna be signature moving
practically every turn in a Zeke deck? Run 4 of
these, 4 days of atonement, 4 necrawakeing, 4
ancestral apparitions, and then maybe throw in
some rain of bones/bone armies and various other
advantages. Just make sure you have some ways to
get back red cause your going to be burning
through it like crazy. Honestly this card works
in pretty much any deck that isn't already red
cost intensive.
Final Stat Breakdown:
Constructed: 4/5
Sealed: 4/5
|
Darth
Vailo |
Imposing Grandeur
Set ID Number| REI_055| Artwork Number|
SK_0204| Card Type| Advantage|
Effect| Immediate. Your opponent chooses
and uncharges one of his charged zones.
<p> Instead of charging this zone,
charge any zone instead.
Cost| 1-Green 1-Red| Card Trait| Soul|
Card Rarity| Rare|
Foreword
Well
as we call it a wrap on this weeks set
of reviews we end with another goody.
This is a card which many decks have
been using and it has a lot of
versatility. Not only versatile but it
is also cheap. What is it? Read on
Card Advantages
Imposing Grandeur has two separate
effects. The first is your opponent
chooses and uncharges one of his or her
own zones. This is pretty good even
though they get the freedom of choice
since you are getting to uncharge a
zone. This is an advantage either way
you cut it since you are setting the
opponent back a step. The earlier you
can cast this the better because it
gives the opponent less options to
choose from. Later into the game it
isnt as potent since they can easily
uncharge their green zone, but I dont
think that is a real set back since,
again, you are still getting an
advantage.
The secondary effect is really what
youll be wanting to use this card for.
Unlike cards like Bone Army and
Necrawakening, Imposing Grandeur allows
you to charge ANY zone instead of the
one that you are in. This is
exceptionally good since you can easily
hit that elusive red zone without
actually being in it. Really what you
are getting with this card is a *huge*
advantage over your opponent. If youre
finding yourself having trouble getting
all of your zones charged this is
definitely the card for you.
Pros
Two
very good effects make this card very
versatile.
Card Disadvantages
Imposing Grandeur has some downsides.
First and foremost is the cost. The cost
includes one red furyoku besides that
green. As Im sure you have noticed in
my previous card of the day reviews I do
not like having to use my red furyoku.
The less you have to use the better you
will be.
Next up would be fact that it is
franchised. I know I sound like a broken
record here, but franchised cards really
are less versatile. Being that it can
only be used with, Jeanne, Jun, and
Zeke. These are some good Shaman of
course, but since it is restricted to
these three and these three only, it is
just not as versatile as some other
cards.
Besides all this it is a rare. Meaning
it will be very tough to pull. Most of
the time you will only get one of any
rare in 30 packs. Making it hard to get
multiples of this card.
Cons
Imposing Grandeur is a franchised card
making it less versatile.
Costs a red furyoku.
Is
a rare.
Summary
All
in all I cannot not recommend Imposing
Grandeur even though it does have some
flaws. I wouldnt use more than 2
though. Running to much of a bad thing
IS a bad thing. But I would say that if
you can use it, and you pull it, use it.
There really isnt a big reason not to.
Ratings
Tournament-3.5
Casual-3.5
Sealed-4
Feedback Information
If
you have any comments, question, or
suggestions here are some ways of
contacting me,
PM me on the forums at my user
name-Darth Vailo
E-mail me at-darthvailo@yahoo.com
I ll do my best to get back to you asap.
Thanks to you guys again for the kind
words.
^_^v Peace, Love, and may you never find
yourself on Tilt! Have an amazing
weekend everyone!
|
Knives101 |
Imposing
Grandeur
Oh. Nice card. Really nice card. Not only do you
get to charge any zone of
your choice *cough* red zone *cough*, but you
get to put your opponent one
step behind in using his siggy move. So you are
a step closer to using a sig
move, and your opponent is a step away. Since
siggy moves can often make or
break a game, this card is an obvious staple for
anybody that can run the
Soul advantages. If you get lucky you can
uncharge your opponent's red zone
which will severly frustrate him. The red zone
is the hardest zone to charge
since nobody wants to risk getting hit, by
flipping in the red zone. Nobody
wants to give their opponent extra energy from
playing a card out of the red
zone either.
Rating: 5
|
andys
island |
Let's
jump right to the review today, with "Imposing
Grandeur!"
This card has a trait limit of soul so this card
can only be used currently with the shamans of
Zeke, Yoh, Jeanne, and Trey. The big players in
the game.
1 green and 1 red is actually a cheap price for
this card. I approve of it. It's effect is
Immediate, so it won't stay in play very long,
but that ok too, because it's effect makes up
for it.
"Your opponent chooses and uncharges one of his
charged zones." Next best thing from you picking
the zone. Uncharging any zone is always a plus.
It forces your opponent to play another
advantage card, which would cost them some
furyoku. This card is basically a staple at this
point if you plan on controlling most of your
opponent's moves. It doesn't matter which zone
your opponent uncharges, it helps you out.
The second part of the effect, just makes this
card even better. Choosing what zone you wish to
charge is an awesome option. If you are missing
a charged zone you can charge it from the zone
you currently are in. Charging leads to
signature moves and since you can have this card
in Zeke, Yoh, and Jeanne's decks, you opponent
better watch out.
One ruling I am not completely sure about is
that if you can charge the zone you are in. I
believe you can, but I think it is just worded
poorly. There will be an errata list from
Upperdeck soon, and hopefully will clear this
bit up. I say you can charge any zone (on your
side of the field), including the zone you are
in if you want. If this ruling is incorrect,
please inform me by sending me a PM on the Pojo
Message Boards to the screen name of
andysislands.
Overall, great card. Control your opponent as
well as your own field with the same card. Truly
worth the Friday CotD status. Great for Control
decks and a good pick for a normal deck as well.
Casual: 4/5 (Control, alot of people like it,
just not when it's used against them)
Tournament: 4/5 (This card can help your control
deck even against a control deck)
Sealed: 4.5/5 (Most new people to the game in
sealed will only use their signature moves over
the other tactics in the game, teach them a
thing or two with this card if you pull it, as
it's a rare)
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