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Pojo's Shaman King TCG Card of the Day
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Rio - Dead
Ender
Type - Yoh
Card Number - REI_021
Card
Ratings
Limited: 4
Constructed: 3.85
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 03.7.05 |
Scott Gerhardt |
Rio
I kinda like this card. I don't think it's
amazing, but it has a very solid effect. If you
have a way of being able to generate a fair deal
of Green, then you can turn this into a way of
hurting your opponent. Remember - if the strike
starts in the Yellow zone, you get a Yellow.
Basically, you'll spend 2 green to gain at least
a yellow more, maybe a red, and maybe a point. I
don't think this is for every deck, but if you
have it well scouted and play your deck into it,
it can be a fairly brutal addition.
Rating: 4 |
Dan The
Timid |
Rio -
Dead Ender
Teamwork
Type: Yoh
1/0/0
Effect: 2 Green --> If you counteract from Rio's
zone, your attack starts in your opponent's
yellow zone.
Flavor:If defeat comes, Rio won't notice. He'll
be too busy lookin' good.
Heh, so many great flavor texts on these cards.
Of course this text is rarely true since it
seems like every time he loses in the show he
gets his hair cut up, although then again hair
cut up or not its questionable whether or not
Rio is EVER lookin good. Ok enough fluff, lets
get into the meat of this card, the first in
this weeks Teamwork themed week.
Pros:
- Extremely cheap to play at 1 green
- Makes any attack start in your opponents
yellow.
Cons:
- Cost to use effect is kind of expensive at 2
green
- Can only be used by team yoh attribute shaman
Overview: Rio is the card for that player that
ever looked at Hunter's Perch and said "Dang, I
wish I could use this card ever turn". For those
not familar Hunters Perch is an advantage for 2
green that starts your attack in your opponents
yellow, so basically Rio is a Hunters Perch on a
stick. Of course he's not an advantage so he
won't charge the zone for you but you can't win
em all. Besides, to use a dumb ryme, as long as
you got the green, Rio will make your attacks
mean.
Deeper Analysis: But in that ryme we see the
catch, you've gotta be able to pay to use his
effect, this isn't a turbine or amidamaru that
goes off every time you attack in his zone, for
each individual use of Rio your gonna need to
pay another 2 green. Green is the most plentiful
color of furyoku, but after just using an attack
and any other teamworks/advantages you paid for
on any given turn your not always gonna have 2
extra green lying around. I should be noted that
by skipping your opponents green you've denyed
them the chance to focus there so the 2 green
cost isn't quite as hefty as it sounds as far as
the advantage your giving your opponent, but if
you don't have 2 green left that means you gotta
over pay and then the advantage becomes more
significant. This pay in card effect does have
benifit though, because of it Rio himself is
very cheap to play which means if he gets blown
up before you could use him you didn't lost
much, or if he comes up in a zone with a
teamwork already there, you can effectively
tactical green him. Being cheap to play
defiantly gives Rio some versatility that the
free effects but expensive to play teamworks
don't have and expensive or not that effect is
very potent, 1 less green for them, almost
guarenteed green and yellow back for you, AND
your opponent only have 2 zones to return your
strike in. I wouldn't neccesarily run it in 4s
cause of the cost, but Rio could easily find his
way into any deck with the Yoh team symbol and
regardless of the theme work well.
Combos/Uses: Go through your deck, if your
running a team yoh attribute and you don't have
a TON of green costing cards, I'm thinkin Rio
could find a place in your deck. Obviously if
your running 4 hunters perch and or 4 crackbacks
and or 4 blinding forrays you might want to stay
away or significantly limit the number of Rios
since with those cards his effect becomes
redudant but in those decks remember you don't
have to use him every turn (infact I wouldn't
recommend you do unless you've got some crazy
green gaining combo). One particularly decent
combo is to have a Jun Big Sister in row 1 and
Rio in row 2, Rios effect will keep your green
at 0 or 1, which will let you use Jun's effect
to pitch a card to gain 2 green every turn for
Rio to use.
Final Stat Breakdown:
Constructed: 4/5
Sealed: 4/5
|
Darth
Vailo |
Card Name| Rio-Dead Ender| Card Type|
Teamwork| Card Trait| Yoh|
Card Cost| Green-1| Card Rarity|
Uncommon|
Art Number| SK_0016| Set ID Number|
REI_021|
Card Effect| Two Green >>> If you
counterattack from Rio's zone, your
attack starts in your opponent's yellow
zone.
Flavor Text| If defeat comes, Rio won't
notice. He'll be too busy lookin' good.
Foreword
Hello all and welcome to our new week of
reviews. I hope everyone had a good
weekend. As we speak it is 1:35 am and
Im suffering from insomnia. >.< First
and foremost before we go any further I
would like to fix a mistake I made in
Fridays review of Imposing Grandeur.
Sadly I was using a bad spoiler and I
posted some incorrect info regarding the
Shamans compatible with the card. I do
sincerely apologize and I have fixed the
error in the spoiler. I also thank those
who brought it to my attention.
This week we take a look at some very
powerful and versatile cards from
Reincarnation. These are cards that are
very potent and have become very
important to their respective decks. And
today we start off with Rio Dead Ender.
What makes this so powerful? Read on
Card Advantages
Rio Dead Ender is one of the few cards I
can review and say is extremely powerful
and without many downsides. The biggest
asset to this card is the amazingly
powerful effect that I mentioned before.
By paying two green furyoku your strike
starts in the opponents yellow zone.
This is by far an amazing effect. Being
that you are skipping the opponents
green zone altogether and going straight
for their yellow zone means a few
things. For one they are losing an
opportunity at stopping an incoming
strike. And second they are losing a
chance at focusing in the green zone so
therefore they in a sense lose a furyoku.
(Depending on whether they could or
could not have intercepted or not.) This
will be the case a lot of times since
you will only use this effect when you
know you have a good chance at scoring a
point. (With a 6+ force or so.) This
effect is very versatile and has some
great power. We all know that Hunters
Perch is more or less a staple in decks
using the Body trait. And with Rio Dead
Ender you are getting the same effect.
Besides the effect there are a few other
really good things about Rio Dead Ender.
First is the fact that he only costs one
green furyoku to play. This is good
since if it would have cost anymore its
usefulness would have went down
drastically. But it is a bargain and
will almost never be useless. And for
all this youd think that Rio Dead Ender
would be a rare, right? Wrong. Rio Dead
Ender is an uncommon! I would say this
was bad in many cases, but with such a
strong card this is very good. You
should pull him pretty easily compared
to more popular Teamworks like Faust
for instance. Then you of course get the
re-flip. This means you can reap the
benefits of this guy almost immediately.
All around he just is plain good.
Pros
Has an amazing effect.
Is
a very cheap card.
Is
only uncommon.
Card Disadvantages
The only real downside to Rio is the
fact that he can get a tad bit pricey.
Being that you have to pay two green
furyoku to use his ability can be tough.
Especially if you want to use it the
turn you cast him. You may find that you
will need to wait until the next round
to use him due to his costs. This can
make him slow compared to some.
Besides that is the fact that he is
franchised to team Yoh. This does take
away from his versatility somewhat. But
when used in a deck he is compatible
with he shines.
Cons
Is
a franchised card.
Can be slow and costly.
Summary
In
the end I like Rio Dead Ender a lot. I
do not want to say the word staple, but
I must say that he is very strong. The
fact that you are starting in the yellow
zone is very tough and becomes very
tough when used with cards with 6+
force. I cannot see any reasons not to
use Rio Dead Ender in your deck if you
are running a Yoh traited Shaman. This
card will become you new best friend. I
would suggest running two. Anymore comes
down to personal preference.
Ratings
Tournament-4
Casual-4
Sealed-4.5 (This card is unreal here.)
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!
|
andys
island |
Back to
the normal Card of the Day week set up. If you
care to contact me, you can do it by instant
messaging me in AIM at: andysislands. Let's
start it off with Rio, who is better known as
Ryu in the Original, always looking for his
"Best Place."
This uncommon card is limited with the Yoh trait
so can currently only be played with the shamans
of Yoh, Len, Trey, and Jun.
This card has a very cheap price of 1 green.
Since the price is so cheap, even if you don't
want to use it's effect it really won't hurt
you. So if you are missing one card from your
deck, and just need a filler, this would be
good. If you are building a combo deck(for what
ever combo it may be), and also want some filler
cards use this to take up 4 card spaces. Also
since this is a teamwork, if your combo requires
another teamwork card, it can replaced your Rio
already in play.
It's effect is only useful at one time; if your
opponent is in the green zone. If he/she is the
the yellow this is pointless and if in the red,
why give him/her another chance at getting
something good? Having your opponent in the
yellow is better than them in the green, but you
are still a turn or two from the red. Is paying
two greens worth your opponent in the yellow? I
say yes, because most decks tend to have alot of
extra green furyoku hanging around. Also it's an
optional effect, so only use it if you need to.
You can only use this card if you are
counterattacking from the zone which Rio is in.
So it's great for the turn you draw it (if your
opponent is in the green), but the chances of a
future turn of using this card is slim. It's
great for an opening move, and probably does the
most damage here, in the long run of the game.
So it's a good card because of cheap price (one
green, then optional effect), but if you factor
in the chance of using it's effect, it just
breaks down into a common card.
Casual: 3/5
Tournament: 3/5
Sealed: 3/5 (You should have enough good cards
in sealed not to use this, but if you do pick
this it won't hurt you)
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