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Pojo's Shaman King TCG Card of the Day
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Jun, Big
Sister
Type - Yoh
Card Number -
Card
Ratings
Limited: 2
Constructed: 2
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 03.16.05 |
Dan The
Timid |
Jun, Big
Sister
Teamwork
Type: Yoh
Cost: 0/1/0
Effect: Pitch any card in Jun's zone --> Add 2
furyoku to this zone. You may only do this if
you have one or fewer furyoku in Jun's zone.
Today we continue Jun week with none other then
Jun her self, in teamwork form anyway. Jun Big
Sister is in many ways the polar opposite of
mondays card Wrath of the Prisoner. While Wrath
took an effect you usually can't go wrong with,
stat boosting, and made it unplayable, Jun takes
the most unplayable of basic effect types,
pitching, and makes it playable. Does that mean
its worth decking, lets take a closer look.
Pros:
- Can potentially double the focused furyoku
when focusing.
Cons:
- Medium cost... not really a con but not a pro
so...
- Situational effect
- Useless in red if you've already taken 2 hits
Overview: Jun, like almost all of team yohs
reincarnation teamworks, focuses on furyoku
advantage. Like all of them hers is situational,
instead of only being used when paying for
certain colors in this case you can only use it
when you have 1 or less furyoku in that
particular zone, and also only when you can
afford to drop a row since it is pitching after
all. I often wonder how much time was really
spent play testing pitching cause it seems like
in general the returns aren't worth the
negatives on most pitch effects in this set, but
this is one case where it does make sense. The
reason being that your only likely to use the
effect when you couldn't do anything else in
that zone and would have focused anyway, so your
effectively focusing twice in that zone and not
actually throwing away a chance to do something
else like most pitch effects. In general yellow
is probably Jun's optimal zone since your not
giving up a point by pitching like red and
yellow is the second most difficult furyoku to
come by next to red. One use in yellow and
you've already broken even on her cost,
everything after that is pure advantage. And who
doesn't like having furyoku advantage?
Deeper Analysis: Well Jun does have some
weakness, first off in green and red she's
significantly less effective. Green depends alot
on how your deck is made, if you pay green like
crazy, especially via advantages, she can still
be great here but for other decks green comes
back so rapidly that you'll often have more then
0 or 1 green, and red if you get her early
atleast you may be able to get +2 red out of her
but then she becomes worthless for all but
effects that count your teamworks as pitching
ind red would cause you to lose. If they ever
release an advantage that allows you to not drop
a row when pitching she could gain some extra
potential, sure she'd most likely only get to
use her effect once but then you'd be getting +2
advantage each use instead of +1 cause you could
still focus afterward. All though there will be
times you can't use her effect in green and
yellow do to too much furyoku, thats the kind of
downside I like because that means I'm already
pretty well off and I know she's still there to
help me out if I feel like paying my large
amounts of furyoku up. She's especially handy
when facing signature moves cause do to lack of
replenshing your even more likely then usual to
meet her requirement.
Uses/Combos: Jun combos nicely with cards like
relax (pay up a ton of green to gain yellows,
then use her effect to pitch to get back most of
those green), bestial sauvy(see relax), Center
(This combos so well with her its almost unfair,
didn't get the strike you want and have 0
yellow, pitch to gain 2, then center back up and
pitch again to get 3 yellow), Invulnerability of
the Leaf (see Center), just to name a couple.
Sadly only bestial suavy can actually be used by
Jun the shaman, but Trey and Yoh can make use of
the lot nicely. Jun the shaman is actually one
of those cases where you'll probably want her in
green as you tend to burn up alot of green while
in your green using body advantages quickly
making her effect usable.
Final Stat Breakdown:
Constructed: 4.5/5 (What can I say, I personally
think shes one of team yoh's best teamworks in
reincarnation)
Sealed: 4.5/5 (her situationalness really has
very little to do with how your deck is
constructed)
|
andys
island |
"Jun- Big
Sister" A teamwork card not worthy of being a
rare.
It's trait limit is Team Yoh so it can only be
used with the following shaman; Len, Yoh, Trey,
and Jun.
For the cost of 1 yellow you can change all of
your cards in Jun's zone to have a Pitch effect.
If you pay for this effect you would gain 2
furyoku color, for which zone it corresponds
with. But it has the draw back is if you have 1
or less furyoku in that zone. If you ever put
yourself in this scenario where you have limited
furyoku you are asking for trouble. True this
effect will fix your furyoku problem, but isn't
better not to get into this scenario altogether?
This Pitch effect will most likely only be used
once. If you meet the requirements, your
opponent is already have a pretty solid game
going for them. Unless you get some great flips
in the upcoming turns your opponent are going to
take a point or two. Why have this card in the
deck to bail you out of a bad furyoku management
problem? Keep your furyoku levels balanced and
this card is pointless.
Also, let's say you have the "Sideswipe" strike
card on the field in Jun's zone with only one
furyoku. If you use the Pitch effect for
"Sideswipe," you don't get both effects for
"Sideswipe" and the Jun teamwork. You choose one
Pitch effect, either Jun's or "Sideswipe."
Overall, this card just promotes bad Furyoku
management. Don't use this card to bail you out,
rethink your deck strategy instead. It's a rare,
but doesn't mean it's good.
Casual: 1/5
Tournament: 1/5
Sealed: 1/5
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