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Pojo's Shaman King TCG Card of the Day
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Conchi
Kick
Type - None
Card Number - REI082
Card
Ratings
Tournament- 4
Casual- 2.5
Sealed- 2
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 03.30.05 |
Dan The
Timid |
Conchi
Kick
Strike
Type: None
Cost: 0/1/0
Stats: 4/3
Effect: Your opponent loses a green furyoku.
Flavor: "I'm Conchi, although others assert,
that I'm rude and fight only in spurts..."
I'd like to first start by mentioning that
although at the time of typing this there is no
erratta up yet, its be said by UDE reps on the
boards that Conchi Kick will be errata'd to only
work when you counter attack with it, thus I'm
going to review it as if it said that now. I'd
also like to point out the fact that like Ponchi,
Conchi appears to be jumping, possibly punching
upward, but does not really appear to be kicking
(you really have to use your imagination) so the
name doesn't really make much sense... Anyway on
with the review. Of the conchi and ponchi
related cards in the first set Conchi is the
only one who isn't guardian typed but he does
stick to their apparent theme of furyoku
control. Every deck has access to him, but not
being typed is he too expensive to be worth it,
lets take a look:
Pros:
- Cheap at a yellow
- Opponent loses a green
Cons:
- low int
- Punishable force
- Opponent only loses green if they have atleast
1
Overview: Conchi is very similar to Ponchi in
that it doesn't cost much, it can block opening
attacks and high intercepts but nothing
substantial, it sends back a relatively weak
attack, and elimanates an opponents furyoku. 1
yellow is about the equivalent of 2 green so
they are about the same price more or less,
Ponchi gets rid of red where as conchi gets rid
of green so clearly Ponchi is better from that
stand point. To make up for this Conchi has 2
more force and also happens to be typless.
Deeper Analysis: So then does that mean Conchi
should get a similar review to the Ponchi Punch
I reviewed monday... nope. Their are a couple
key things. First off, when your that low, the
difference between 1 and 3 force isn't much. It
could occasionally save you from a volatile
exhumation or an extra use of venster the
punisher but in general its not going to make
any difference, its a small, easily returnable,
and easily punishable force. Whats more, while
destroying red can be crippling to just about
any deck, green is a far less vital furyoku
source. Losing a green can be annoying but its
rarely game changing. And while paying 2 green
to destroy 1 opponent's red was very
economically sound, paying a yellow to destroy a
green is not the best use of furyoku.
Combos/Uses: Well obviously Conchi might still
find a place in a pure furyoku control deck, in
such a deck your opponents deck will be
constantly on the verge of being out of all
types of furyoku so even losing a green can
really make a big difference. If combined with
Joco he only costs a green to play making him
even more economically sound. Combined with the
Matti teamwork and you can blow away huge chunks
of your opponents green pretty quickly.
Final Statistical Breakdown:
Constructed: 2/5 (there are some deck its ok in,
for most deck though I think there are just
better options)
Sealed: 2/5
|
andys
island |
We kick
off today's CotD with Conchi Kick, Ponchi's
partner in crime. Both of these cards were in
the Japanese OCG in the 2nd booster set, which
has nothing (besides card art) have to do with
the English game. So don't go out and buy the
Japanese cards and think you can play with them
for the English game.
One yellow isn't a bad price. Simple, clean and
quick. I just hate paying lots of different
furyoku. Also, no trait limitation.
His stats are much better with 4 intercept and 3
force. It's not nearly has bad as Ponchi's
force. It can block the Opening Attack, but it's
force is still lacking. An Advantage card could
help power that force up to make it more usable.
Most likely stoppable, but at least give your
opponent a run for his/her money.
His effect basically negates your opponent from
replenishing their green zone. You remove it,
and then they fill it back in. An effect that is
hardly worth it by it's self. If you using a
furyoku control deck, I can see this card being
used in it. Limiting the use of your opponent's
green furyoku so they have to overpay with
yellow and red. His stats (as in intercept and
force) do make him playable in that type of
deck.
In summery, he can be good card if you build a
deck around his effect, and his stats make him
playable. You run him in a Green furyoku control
deck, run at least 2 or 3. In sealed you may get
2 of these, but you will lack other support,
making his effect not as effective towards your
opponent. Reviews below are based towards Green
control deck, for non-green control, -2 points
from each.
Casual: 3/5
Tournament: 4/5
Sealed: 2/5
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