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Pojo's Shaman King TCG Card of the Day
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Spirit of
Fire Immortal Legacy
Type -
Teamwork
Card Number - REI_066
Card
Ratings
Casual: 3.5
Tournament: 4.15
Sealed: 2.83
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 03.11.05 |
Dan The
Timid |
Spirit of
Fire, Immortal Legacy
Teamwork
Type: None
Cost: 1/0/1
Effect: You may play Spirit of Fire only if you
are Zeke. Your strikes in Spirit of Fire's zone
have -1 Intercept and +2 Force.
We finish are all teamwork week with our first
ever spectragram (upper decks fancy word for
mono colored foil). Like most spectragrams your
probably gonna seen Spirit run in multiples in
every deck of its corresponding shaman, Zeke.
Some have claimed that Turbine obseletes Spirit
of Fire. Are their claims founded? How about
those that think every zeke deck should have 4
Spirits, are they overestimating this card? Lets
take a closer look (bet you didn't see that
coming).
Pros:
- Relatively significant force increase of 2
Cons:
- Decreases intercept by 1
- Costs alot of furyoku for a teamwork at 1/0/1
- Only Zeke can use it
Overview: Well lets not beat around the bush,
this things expensive. A green and a red gives
Spirit the dubious honor of being the most
expensive teamwork in reincarnation if I'm not
mistaken. Then again one should have expected
that since thats the theme of Zeke teamworks in
general, high expenses for big effects. Still it
has to be noted because if your up against a
field control deck its very possible your Spirit
will be killed after only one, some times even 0
uses. It also means if it comes up in a zone
where you've already got a teamwork you can't
just easily pay for it and discard it with out
thinking. Because of these 2 reasons expense is
far harsher to teamworks then perhaps advantages
or strikes. Next theres that -1 intercept. You
can't just neccesarily throw spirits into any
deck and expect it to work out, in a deck
running alot of bone army, rain of bones,
euthanize, dark ascendance, all cards I see
commonly on zeke deck lists, spirit can be a
liability. All those barely enough 4 intercepts
become insufficient 3 intercepts. It also means
that in general you don't want Spirit of Fire
popping up in your red zone, its certaintly not
the worst thing that can happen but while you
can handle some bad luck in green or yellow when
spirit makes a strike 1 intercept to small to
block something, you just don't have that kind
of room for error in your red zone.
Deeper Analysis: Well I used the overview to
look at the downsides, now taking a closer look
lets see if that one Pro cancels out the cons.
+2 force may not look like much at first, many
claim that because your losing an intercept your
effecitvely just getting turbines effect except
more expensive. But heres the thing, from about
1-5 intercept and force seem evenly priced, but
once you start pushing your way into the 6+
range we notice a startling gap in price points.
A 7/4 Point blank is signicantly cheaper and
with additional useful effect then the
effectless 4/7 Mystic Beam for instance. For the
most part high attack forces are hard to come by
and really expensive, you can throw 3-5s at your
opponent all day but if you want to score sooner
or later you're usually gonna need to bust out
something with a bit more muscle and as such
you'll find yourself willing to pay that extra
fee. It lies in this fact why Spirit is so
useful. You can take that point blank and turn
it into a really cheap 6/6, suddenly
necrawakening is a far more reasonably priced
4/7 and it has a charging effect. Hopfully your
starting to see my point, Spirit gives you what
pretty much all decks (besides furyoku control)
need to win, that big attack, but it does so at
a reduced price. And anyone thats faced a 4/8
boosted epicenter will tell you there is a big
different between an 8 and a 7, or a 7 and a 6
for that matter. There are only a handful of
really big stops in this game right now, most
decks rely on a few 6 and 7s for their blocks,
occasionally I see jaded spheres for last
resorts, so every little force counts. I will
say that if you only get one use out of it,
spirit of fire probably isn't worth it, because
of all those cons I listed above, but if you can
keep it out and make use of it multiple times he
can single handedly turn games in your favor.
Obseleted by Turbine, I don't think so, worth
running 4 of in every zeke deck... well... no,
you need decently high intercepts and you need
to be intending to win via brute force and not
via furyoku control since in that type of deck
you don't care about the strength of your
attacks, but for many zeke decks I would say
running multiples if not 4 would certaintly not
be a bad idea.
Uses/Combos: Again its best used in a deck that
has decent intercepts, you can splash a spirit
or two in any zeke deck but if you intend to run
4 you better keep an eye on your overal
intercept values and make sure they are strong.
Card Spirit combos exceptionally well with
include Surgeon's Implements, turn that attack
into a 7/6 that gets you a red if they counter
from green, Burning Onslaught, 5/8 that costs me
nothing but green, where can I sign up? And
perhaps the card it was made to combo with,
Smoldering Confidence, 9/7 for a minimal fee,
thats better stats then most back side signature
moves for goodness sakes.
Final Stat Breakdown:
Constructed: 4/5
High Int Constructed: 5/5
Low Int Constructed: 2/5
Sealed: 3/5 (Could be awesome, could screw you,
you just don't know, but its got enough
potential that I still wouldn't mind pulling
one)
|
Darth
Vailo |
Card Name| Spirit of Fire Immortal
Legacy| Card Type| Teamwork|
Card
Cost| 1 Green and 1 Red| Rarity|
Spectrogram| Set ID Number| REI_066|
Art Number| NASK_0038
Card Effect| You may play Spirit of Fire
only if you are Zeke. <p> Your strikes
in Spirit of Fire's zone have -1
Intercept and +2 Force.
Foreword
Hey everyone! Well we are at the close
of yet another great week of card of the
day reviews. Sad to say I am still
suffering from the flu so if anything
seems below my average cut me some
slack. J I wish everyone a great
weekend!
Today we are reviewing our very first
spectrogram! In case no one know
spectrograms are the rarest cards in
Shaman King and are Shaman specific
cards. And it just so happens that we
are reviewing my fav card in
Reincarnation, Spirit of Fire. Keep in
mind that I will not be taking points
away from this card for being franchised
since it is a spectrogram and thats
just how they are. Read on
Card Advantages
Okay its no secret. I run a Defensive
Furyoku Control deck using Zeke as my
Shaman. So therefore this card has
naturally found its way into my deck in
multiples. And in reality this is really
a defense deck card. Now granted it can
see use in any deck flaunting Zeke as
its Shaman, but the defense deck is
where it shines. Basically you lose 1
intercept and gain 2 force in Spirit of
Fires zone. That is pretty darn good if
I do say so myself. In fact it can be
plain devastating. You cannot believe
how versatile and deadly this little
beauty can be in a deck built around
high intercept cards. This puppy makes
the slightly wimpy, but always good
Point Blank, a 6 intercept 6 force
strike! So not only are you almost
guaranteed to block an incoming strike,
but you are also getting an golden
opportunity to score a point. Not to
mention youd be able to stack the deck.
Of course Point Blank is only one of the
many great blockers out there that
Spirit of Fire abuses. Swooping Talon
and Jaded Sphere are also extremely good
with this.
Of
course being that Spirit of Fire is a
spectrogram it means only Zeke can use
it. This is great though since Zeke
loves defense. Most would say to throw 4
in your deck if you are running Zeke. I
wouldnt go that far though. Spirit of
Fire has some major flaws and needs the
proper support to be good. (Which we
will cover in the Card Disadvantages
section.) If you are going for defensive
Zeke then this card is amazing. But in
an offensively based Zeke deck where
intercept is not to high Id run two.
For further reference on defensive decks
stay tuned for my article which will be
up next week hopefully.
Pros
Great Effect.
Card Disadvantages
Okay now we will discuss why Spirit of
Fire is not a card you want to max all
the time.
Like most really great card Spirit of
Fire has a pretty steep cost of 1 green
and 1 red furyoku. This is extremely
tough since red furyoku is so hard to
come by. Especially in an offensive Zeke
deck where you will not be taking 2
points early on unlike the defensive
type. (Again the article will
elaborate.) Granted Zeke is good at
gaining red furyoku, but you are still
not going to want to run too many cards
that cost red furyoku or else you may be
in trouble. This is the big downside as
I said and it is what makes Spirit of
Fire a card that takes support.
Besides all that Spirit of Fire is a
spectrogram. Since spectrograms are 1
out of every 6 packs, you will find it
tough to acquire a pair or more of these
little beauties. In most cases you will
need 2+ boxes to get a set.
Cons
High Rarity.
Steep Cost.
Summary
When all is said and done I still love
Spirit of Fire, Immortal Legacy. There
is not doubt that he is a staple in Zeke
decks. You just do not want to go
overboard with him. Run two in an
offensive deck and four defensive where
you have intercept to spare.
Ratings
Tournament-3.5 (4.5 in defensive Zeke.)
Casual-3.5
Sealed-2.5 (You need the right Shaman.)
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 |
Today's
CotD is "Spirit of Fire," a teamwork card. In
the Japanese manga instead of writing out Spirit
of Fire, Hiroyuki Takei shortened it down to
just "S.O.F." If you ever wonder, Takei is lazy,
yeah, just like Yoh. So, when you are talking
about Spirit of Fire, S.O.F. is a proper way
abbreviating it's name.
This card can only be played if you are Zeke.
You can have up to 4 of this card in your deck.
If there is another card called "Spirit of Fire"
in the future, you can also have 4 of that card
with 4 of this version. You can have different
cards with the same names.
A cost of 1 green and 1 red is a little high.
Maybe if that red was a yellow it would be
better, but I think it's not great to waste a
red furyoku on a teamwork since you will still
have to pay for a strike. Always use your red
furyoku well, it might be a turn or two before
you get any more.
This effect is a mandatory effect, not optional.
That decreases from it's value a bunch. Every
strike you flip will have -1 intercept but +2
force. By all means this is better than the Tao
En teamwork. Tao En you lose 2 intercept, but
here you only lose 1. This effect would be
useful for decks that what to overpower your
opponent using only a few high powered strike.
But it's not optional, so if you put it into
your deck, you must plan to use it and get it
out fast. If you use this, pack at least 2 if
not more. But if you only using one just because
you have it, it may hurt you if your deck can't
support the -1 intercept. I don't think alot of
decks at this point can handle this card, which
reflected in it's overall review.
As is is a Spectergram, this card is great for
trading. If you pull this in sealed, you may
want to just keep this. You won't be pulling
alot of these so, how many you have can limit
how many you put in your deck. In sealed, high
force for strikes is great, but you won't more
than one of these.
Casual: 3/5
Tournament: 4/5
Sealed: 3/5
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