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Pojo's Shaman King TCG Card of the Day

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Lee Pai-Long, Daodando Master

Type - Teamwork
 

Card Ratings
Limited: 5
Constructed: 5

Ratings are based on a 1 to 5 scale 1 being the worst. 3 ... average. 5 is the highest rating.

Date Reviewed - 03.18.05

 
 


Dan The
Timid

Lee Pai-Long, Daodando Master
Teamwork
Type: None
Cost: 1/0/0
Effect: You may only play Lee Pai-Long if you are Jun. Green --> If you counterattack in Lee Pai-Long's zone, put a counter on him. Use only once. Remove a counter from Lee Pai-Long --> Your strike in Lee Pai-Long's zone gets +1 Force.

Its sad but true the old saying that all good things must come to an end, and so it is with much sorrow that we must bring my Jun themed card week to an end. But what better way to bring it to a close then with a card only Jun can use, Lee Pai-Long. Lee currently holds the distinct honor of being arguably the wordiest and most initially confusing card effect in the initial set. He also holds the dis-honor of having, to my knowldge, the only screwed up picture, namely for those who haven't noticed, they apparently mistook his nunchucks for a hair piece of Jun's and thus made them visible along with Jun while the rest of Lee is still in ghost form. Lastly hes also among the shaman specific cards whom most people consider a staple in fours for a their specific shaman deck. Is he worthy of such blind deck insertion? Lets look closer:

Pros:
- Cheap to play
- Relatively cheap effect
- Counters can be saved for one huge force boost

Cons:
- Only Jun can use him
- If you save counters and he dies or is stole all that hard work and green payments went for naught.
- His effect isn't free

Overview: Well I think its best I start by explaining exactly what Lee does for those who may be seeing him for the first time and a little confused by his mouthful of an effect. The gist is that every time you attack from his zone you have the option of paying a green to put a counter on him. You can only put one counter on him per attack from his zone. It also has the second effect that whenever you attack from his zone you can remove any amount of counters from him to increase the attack by 1 force for each counter. So you could effecitively just use him like a Turbine, pumping each attack from his zone by 1 force, or you could choose to save up some counters and eventually send 1 really huge attack at them. He's certaintly a versatile little teamwork (although anyone whose seen Lee in the show or manga knows he's far from little in size).

Deeper Analyse: Well first off as I've pointed out before, with a cost of only a green Lee can be effectively "tactical green"ed in zones where teamworks alread exist, defiantly a nice feature. Although teamworks with effects that cost furyoku are typically weaker in the long run then high cost free effects like turbine Lee's unique effect actually break this trend as the longer he can collect counters the more potent his effect can become. Thats not to say its not with out weakness, for one thing is rather slow. You can at most build up 1 counter per turn and only if you counter from Lee's zone AND have a furyoku to spare (preferably green but I've been known to pay with yellow or even red when I've got a few extra and I'm readying a finishing blow). This slow speed makes Lee VERY vulnerable to teamwork destruction effects. Numerous ranged strikes, soul advantages, and even the zeke teamwork can accomplish this. Theres also the typless Cleanse advantage, although as long as you have atleast 1 other teamwork you can get rid of instead cleanse is less of a threat, and a number of shamans have teamwork destruction built into their signature moves like Lola or Zeke. The gist of all this is that to get the most out of Lee you must constantly be aware of your opponents attributes and deck style. If they are playing a deck style with significant teamwork destruction you may wish to only use Lee as a turbine or at most save up 1 counter at a time for a Spirit of Fire type boost. Your biggest enemy however isn't teamwork destruction, its teamwork stealing like Captivate and Corey into the Ikupasi. Nothing worse then storing up alot of counters, spending alot of time and furyoku, only to have it used against you. I'd say because of their stats and potential effects Trey and Lyserg are currently Lee's worst match up.

Uses/Combos: Well being Jun only your limited to combos with things Jun has. Although Lee is very beat down esque Guardain strikes in general aren't very beat down like, prefering weird stat set ups with usually more intercept then force and weird effects that outside of a few exceptions don't really make the strike more lethal. This means your usually either gonna be boosting weak forces to respectability, or saving up to make a weak strike a powerful one. You can toss in some shattering palms or mystic beams for some extra offensive thump however and Lee will take those strikes and make them almost auto hits. Jun's body advantages typically burn up alot of green on their own so its true you'll find yourself often at 0 or 1 green but theirn lies one of the better combos with the card we reviewed on wednesday, Jun Big Sister. Get a Jun Big Sister in your green zone and a Lee in yellow, with all your green payments your constantly going to be at 0 or 1 green but Jun will help deal with that and keeping green around for Lee to use in your yellow. (As a side note, while I am not one to say think poorly of a person I do sincerely disagree with Andy Islands review of Jun Big Sister and I question whether or not he's had any real experience using her or having her used against him based on his review, I mean no offense but 1/5, I mean dang...)

Final Stat Breakdown:
Constructed: 5/5
Sealed: 5/5
(I don't mean to say the card is perfect, it has its flaws, but as of the first set and the time of this typing I have to agree with most people that if your running Jun you can't really go wrong running 4 Lees. Its flaws are minor, its pros are significant, if your running Jun and have some Lees put him in your deck, its that simple. If your not running Jun well feel free to be envious)
 

andys
island

Well, we all make mistakes. It has seemed I have also made one as well. We all very busy people and sometimes overlook some minor details. It seems I have been playing the game a little incorrectly, so I would like to state that my reviews for Rio and Jun were reflected incorrectly. I am very sorry for any confusion this may have caused. Please void those two reviews for the time being. Now let's review Lee Pai-Long Teamwork, with the correct rulings in mind!

"Lee Pai-Long; Daodando Master" is a teamwork Spectergram card. This card can only be played if you are Jun, so this review is based on that you are playing with Jun as your shaman.

It's price is only 1 green. Really cheap, as most Spectergram cards are suppose to be. His effect is broken up into 2 parts, both work off each other. First is if you pay the small price of one green you add a counter to him. A counter can basically be anything you want it to be as long as it's doesn't disrupt gameplay. Coins, pieces of paper, paperclips, or small stones could be used as counters. Don't use other cards or your trade binder as counters as they could cause problems with the flow of the game for obvious reasons. Place the counter directly on your card or next to him.

The second part of the effect is removing the counter from "Lee Pai-Long" in order to get +1 Force. You can use this effect only once but you can do it the same turn as you placed the counter. But this effect is great for if you have alot of green furyoku and want to "waste" one in hopes for later in the game you can use it when you don't have such resources. A problem with this is if you opponent destroys "Lee Pai- Long" before you use the counter you don't get your green furyoku back. Losing a green furyoku isn't that big of a price though.

Now, the question is if +1 force is not strong enough for the price of 1 green furyoku. I don't believe so. "Dragon Aura" is 2 greens for +1 intercept and +1 force, so this card falls equally with that. So if you played both these together, you are going to have a pretty strong powerhouse strike on the field.

As this card being Spectergram, how many you have in your deck is limited to how many you own. I believe at this point in the game, play all that you got if you are playing as Jun. The reviews will be 5's across the board, it's very good card, but if your shaman isn't Jun, it's just trading bait. Make good use of that trading binder!

Casual: 5/5
Tournament: 5/5
Sealed: 5/5
 

 


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