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Pojo's Shaman King TCG Card of the Day

Ponchi Punch

Type - Strike
Card Number - REI_037

Card Ratings
Tournament- 2.8
Casual- 3.25
Sealed- 3

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

Date Reviewed - 03.28.05

 
 


Dan The
Timid

Ponchi Punch
Strike
Type: Guardian
Cost: 2/0/0
Stats: 4/1
Effect: When you counterattack with Ponchi Punch your opponent loses a red furyoku.
Flavor: "... and that Punchi's a nut.  Well I hear you, but..."
 
I'd like to start by thanking AndysIslands for picking this weeks cards, I think he did a good job of capturing the april fools day theme.  We start the week with a card that about a week ago I probably would have given a really bleh review too, I'd never really run them and didn't think they were all that great.  However recently I've been testing them out and I must say my view of this card has completely changed.  What changed my mind, lets take a look.
 
Pros:
- Cheap
- intercept isn't horrible
- your opponent potentially loses a red
 
Cons:
- Absurdely weak force just begging to be punished
- Intercept won't block much more then opening attacks and the occasional weird effect/high intercept
- Effect is useless if your opponent has no red
- Only guardians can use it
 
Overview: Well this card is ecopower pure and simple.  Any time you can return an attack with only 2 green your helping out your economy, 4 intercept can return some things, and most importantly your opponent is losing a red.  In many ways you could argue that this card is better then free.  In general 1 red is worth more then 2 green.  So you could argue that every time you play ponchi punch  and get the effect to go off (meaning you opponent had a red to lose) your helping win the economy war.  After all if your opponent pays alot of send that 4 at you, you return with a cost thats practically free and then they return with some expensive again you find yourself with plenty of furyoku while your opponent is on the verge of collapse.  Of course the card isn't with out its flaws, aside from the barely usable intercept the force is completely horrendous.  1 force can not only be punished by punisher cards like furious response, rebuking blade, and oppression, but any of the number of cards that gain extra effect by lowering intercept of their strikes (such as most ranged and a number of x-law teamwork effects) have a field day with this card.  Not everyone uses said punisher cards or int lowering effects but most decks have some way of punishing you for sending something that small at them so its defiantly a significant draw back.
 
Deeper Analysis: For a long time I felt the cons out weighed the pros, 4 intercept was a liability, 1 force was punishment waiting to happen, 2 green wasn't always that cheap, and if you they didn't have a red the card was pretty horrible.  However I've since had a change of heart.  Why?  It has to do partially with the meta game of my area.  I can't vouch for all areas but I've begun to notice that many of the top deck types in my area really need their red to work.  With red heavy costs like viatcum, ultra calvary charge, eon crush, and even to a lesser extent Spirit of Fire/Captivate appearing about destroying my opponents red suddenly became quite a powerful tool.  I think I really first realize ponchi punch was better then I gave it credit for when my opponent cursed me after I played it on him during a tournament.  People really like their red, people work hard to get their red and keep their red.  When they lose red they see often see red.  And even decks that aren't red heavy still rely on having that red for over payments and they are even more likely to have a few spare red lying around for ponchi to punch.  It should also be mentioned that whether they are running punishers or not, its no guarentee they will actually get to use one during the turn you play your ponchi punch.  I've had a couple times where its been punished but guardian in particular are well equipped to stop punisher effects with their high intercept strikes and I've also had many times where my opponent was forced to play something expensive to block it.  Theres also few things more enjoyable then using ponchi punch to destroy your opponents last red and then watching them flip furious response, a punisher that could crush your punch but requires a red to cast.
 
Combos/Uses: Well obviously he works great for furyoku control decks.  He's significantly cheaper then say Triumph of Will and has almost an identical effect.  Many of the control decks in my area however are using ranged not guardian so I can't say for sure how well guardian could do at a control deck.  However he can be used in pretty much any type of deck that isn't already using too many 4 intercepts as a nice economical annoyance to your opponents.
 
Constructed: 3.9/5
(I can't bring myself to give this card a 4 because of its many downsides but its REALLY close)
Sealed: 3.5/5
(Your less likely to see the huge red cost strikes but its still a solid eco strike and that red destruction could still prove useful, you never know in sealed)

 


 
Darth Vailo

Card Name| Ponchi Punch| Card Type| Strike| Card Trait| Guardian

Card Cost| 2 Green| Rarity| Uncommon| Force| 1| Intercept| 4|

Set ID Number| REI_037| Art Number| SK_0175|

Card Effect| If you counterattack with Ponchi Punch, your opponent loses a red furyoku.

Flavor Text| . . . and that Ponchi's a nut, <p>well I hear you, but . . .

Foreword

Hey everybody and welcome to this weeks first review! This week we will be reviewing card picked by andysislands! But before you read this (or after doesnt make any real difference) head on over to the Tips Section and take a look at my new article. (Hopefully it will be up.) It is all about Defensive decks.

Today we are going to take a look at a card that is very nasty when used in a furyoku control deck. It might be franchised but it packs quite thepunch. Read on

Card Advantages

Ponchi Punch is a very specialized card. It has one use and one use only, furyoku control. There isnt a lot of depth in that of course, but it does have splash potential. The reason for this is the fact that the effect can be very devastating. You are not just destroying a furyoku for casting but you are destroying a red furyoku. This is incredibly useful in almost any situation. Seeing as red furyoku is so hard to replenish your opponent will definitely hate you for casting this bad boy. This effect can be debilitating to the opponent because it can easily stop them from using cards that cost red furyoku. Or it will at worst give them less options because they may only have 1 red furyoku remaining. I cannot ever see the opponent having more than 2/3 red furyoku at a time. That is unless you are facing a defensive deck. (hint hint) Which in that case this cards effectiveness can be much lower. But then again it could mess up their furyoku advantage. Which is a big asset to the defensive player. Did I mention that this card packed one heck of a punch? (*slaps self* It wasnt funny the first time!) Okay I promise I will not pull anymore dumb puns. On with the review.

Besides the effect you are also getting this for a pretty nice cost of 2 green furyoku. For the effect of destroying a red furyoku two of your own green furyoku is just great in my humble opinion. I cannot see that as ever being a bad thing. You are almost always going to have green furyoku to drop and if you are going to use it why not use it for this? If it were a choice between this or Konchi Kick I would choose Ponchi Punch every time.

Pros

Good effect.

Cheap Cost.

Card Disadvantages

There are several issues I have with Ponchi Punch. What are they? Well first are the stats. We will start with the very pitiful force of one. Yep thats right one. There is absolutely nothing that cannot block this. In fact you will ALWAYS get blocked in the green zone. Meaning you will not be putting that much pressure on the opponent. Meaning that you will only replenish a green furyoku. Meaning that this is just screaming for a punisher. Meaning that you are in trouble. Next we will talk about the intercept. While not anywhere near as bad as the force, four intercept isnt going to counterattack much. Bone Army might not like running into this, neither will Point Blank. But really there isnt much you are going to stop with this. And seeing as how you need to counter attack with Ponchi Punch to get the effect off, this really hurts.

Besides the dreadful stats Ponchi Punch is franchised to the Guardian trait. This means there is far less versatility. I know that this may seem petty in my reviews, but it is a major issue when it comes to just how good a card is. Versatility means a lot with our limited card pool and enfranchised cards are much more appreciated by myself. Rounding out the Card Disadvantages for Ponchi Punch is the fact that it is uncommon. This makes it a tad hard to pull.

Cons

Uncommon

Dreadful Stats

Franchised

Can Get Punished

Summary

All in all I think Ponchi Punch is an average card. It should only be in certain decks and that certain decks is a furyoku control deck. Lol. Really it isnt really that versatile. But as I said earlier due to the debilitating effect you can splash it. I would never condone using more than two copies however due to the nasty stats. As I said average at best. Now, go read my article! Shoo, shoo!

Ratings

Tournament-3.5

Casual-3.5

Sealed-4

Overal-3.5

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

For this week, we have a theme! It's Ponchi & Conchi week. After today's card of "Ponchi Punch", I think you can make a guess what Wednesday may be.

Ponchi has a trait limitation of Guardian, so can only be used with the current shamans of; Jun, Jeanne, and Zeke. A strange group of shamans to be playing with Tamao's (aka: Tammy, or Tamera) spirits. Tamao will most likely be a shaman in an upcoming set, and this card can be used with her too.

It's cost is just 2 green furyoku. In terms of strikes, since it doesn't cost yellow or red it's cheap. Losing 2 green should be easily regained back.

Intercept of 4 isn't very high. It can stop the Opening Attack, that's good. But the average force from your opponent is a 5. This can't stop it, so puts some limited on using this card. The force of 1 will be easily countered.

It's effect isn't ground breaking, but helpful. Your opponent losing a red furyoku could hurt for a turn, unless they use alot of heavy furyoku costing strikes. Now this card's effect ain't helpful if you have it just thrown into any deck, but could be used well if built around a red furyoku control deck. But you would need advantage card support to make him able to counterattack.

When I rate for "casual," I mean real friendly games. Play against a deck of your leftover cards and such. Often for decks that aren't that great overall but aren't going against much either. This card is actually better in casual than in tournaments. The chances of 5 force is lower and red furyoku is used more often for unimportant card effects. Now you could use this card in tournaments but you would really need to strive to get his effect to work since his intercept is low. Also, it's 1 force is a free turn for your opponent. I tried to put this card into the best light it can be in, but it's intercept and force is what pulls this card down.

Casual: 3/5
Tournament: 2/5
Sealed: 2/5 (better things to put in than this)
 

 


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