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Pojo's Shaman King TCG Card of the Day

Conviction

Type - Soul
Card Number - REI-006

Card Ratings
Tournament- 2.55
Casual- 1.5
Sealed- 1.85

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

Date Reviewed - 05.02.05

 
 


Dan The
Timid

Conviction
Advantage
Type: Soul
Cost: 1/0/0
Effect: Your strikes have -2 Intercept and +2 Force.

Sigh, why couldn't they have added flavor text to this card? They have so many great flavor text and this card has so much empty space its just begging for some, small or large. Oh well, in any case we enterweek 11 with an all new Jeanne themed card review week. We start the week with one of Jeanne's Advantages. Although she has 2 advantages I could have chose from to be honest I don't think Cherubs Blessing works very well in most jeanne decks where as Conviction works great in many of them so... here we are. Now to the review:

Pros
- Cheap
- Charge a Zone
- Huge force boost

Cons
- Only Soul shaman can use it
- Rather large decrease in intercept

Overview: Ok its simple enough. For a single green you get a zone charge, then tacted on is an extra effect that could be very useful or could be very harmful depending on the situation. Unlike Convictions bigger brother No Quarter, it doesn't have tactical, so if you flip it in your red when your facing a huge strike and you can't afford to focus well your most likely in for a world of hurt. Of course conversely unlike No Quarter the decrease of 2 force isn't quite as severe (No Quarters being 3) so your more likely to still find a way to return the strike. And if you do return the strike you get a very nice boost of 2 force.

Deeper Analysis: Although you could theortically throw this into any deck as a sort of punisher card in general its not a very good idea. If your deck is already naturally high in intercepts this card can be down right awesome, if your deck is sort of middle of the line in intercepts this card can be occasionally useful but a bit of a liability, if you have low intercepts don't even consider this card, the potential for an insanely huge strike isn't worth the extreme risk. Interestingly this card compares well with Oppresion, a body strike. In Oppresions case for a yellow instead of a green you gain the same boost when facing a force of 3 or less. Oppression has the advantage that you don't lose your intercept, but if your facing something that low you usually don't care about intercept anyway. Oppresion also costs a more expensive furyoku and only works on small stuff (with huge intercepts you can use Conviction even against large forces) so I'd say conviction is doing prety well for itself.

Combos/Uses: Well as I've stated before if your running a high intercept deck this card is just awesome. Turn that Smoldering confidence into a 8/7 for only a 1 yellow and 1 red. If your running Jeanne turn your Viatcums into 6/10 monsters. Surgeon's Implements become 6/6s with a powerful effect. Yamatano Orochi's become frighteningly huge and cheap 5/7s with a nice effect, face a 3 force with 2 Convictions and then play Furious response for an insane 4/11 for only a green and red (well 3 green and a red counting the convictions costs) The combos are numerous and quite potent.

Final Stat Breakdown:
Constructed: 4.5/5 (in high intercept deck)
Constructed: 1/5 (low intercept deck)
Sealed: 2.5/5 (You have less control over your intercepts so it can be difficult to use well)
 


 
Darth Vailo

Foreword

Hello again and welcome towait a sec(*looks at calendar*)eh sorry. As I was saying welcome to week 11 of our CotD reviews. If you are still with us consider yourself lucky and indestructible! Because if you can make it through 11 weeks of me then you can get hit by a bus and be A okay.

Anyways this week is Dans week. Will we review some pretty good cards? Or will they suck? I forecast good cards myself. Read on

Card Advantages

Conviction is a card that I was planning on discussing in my next article, but since we are now reviewing it here you can get my opinion sooner. Not as if my opinion matters. I mean we all know Im just a slave to the system and you all laugh at me after your done reading these things. >.<

j/k (I hope) Anyways Conviction is one of those cards that is really good in a defense deck. Of course it would be your last choice when there are cards like Tao En and Spirit of Fire out there. But there are some advantages that this card has over those big dudes. The main one being that it is an advantage. That means you get a charge and it isnt going to linger around all the time to mess up all of your strikes the whole game. That would mean that it does not need a deck based around it. But where is the fun in that!? Lol. Anyways ya this card has its perks. If you want to run a not-so-defense-deck (?) you could run this as a replacement for Tao En and Spirit of Fire.

The main thing I have noticed however is how this card is identical to Tao En besides the fact that it is an advantage. This is kinda strange. But it makes for a decent card. The big thing here is that you get a charge though. That is what matters. And when you get that for 1 green furyoku that makes a pretty good card.

Pros

Gets a charge.

Cheap cost.

Card Disadvantages

This card has the same disadvantages of Tao En basically. It is a card that boosts your force but kills your intercept. Not cool. The only way you can make cards with this and similar effects work is to base a deck around them. The thing that hurts this card though is that in being an advantage it only lasts the turn. That means you will need to rely on drawing it every turn in order to have any half decent strikes. Not to good an idea huh? I have tried splashing this in my defense builds, but the fact is once Silva/Lililala have searched me out my Teamworks Im set. This card does not really have an effect that is needed anywhere. The bases are covered by other better cards. It is decent, but there are other choices that one would make before this one. Also it is franchised and Uncommon.

Cons

Has bigger brother cards making its usefulness low.

Is franchised.

Summary

I wont recommend this card to anybody. There is a basic formula that defense decks use and this card is unneeded. And then outside of the defense deck this card is pretty corny. I dont think you should bother.

Ratings

Tournament-2

Casual-2

Sealed-2

Overal-2

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

There is one thing, among many others, that I really don't like about the English version of Shaman King anime. It's that they cut out the original X-Laws background music theme. When you hear it you know something going down. If 4Kids ever gets around to releasing more UNCUT DVDs, be sure to listen for it. Anyways, today starts off X-Laws week. There won't be new episodes until June-July, but till then we got great card reviews like "Conviction."

Iron Maiden Jeanne is featured with Shamash (or Mash for the 4KidsTV Dub) in this advantage card. Uncommon, and contains a soul trait limit. So this can be used outside of an X-Laws theme. She (since I will refer to Jeanne) also has the really cheap cost of 1 green furyoku.

Her effect is very similar to a card known as "Tao En." I personally, don't like this -2 intercept and +2 force concept. This could really make some of your lower intercepts unusable. Before you flip you just don't know if this card will help you or not. Once you play it, the effect is not optional. Same goes for "Tao En," which could hurt you more than once. True, this card can really boost up your force on your strikes, but that only works if you can play them. To block a 5 force you would need a 7 intercept. So this card can only get the most use if you run very high intercepts. I wouldn't say that you would need to build a deck around this card in order to use it, but it's close. This card can't be thrown into any deck and expect it to help you.

In Casual, you won't need crazy high forces in order to score a point, so I don't think this is very useful. Same concept goes for Sealed, since your card pool will not be very high and may only be useful for a few strikes. Tournaments are the only place where I can see this card being used if you build a deck that's high on intercepts. All reviews are low since the -2/+2 on a strikes stats could ruin alot of cards at this state in the game. It's not optional, so you are at the mercy at what you flip next.

Casual: 1/5
Tournament: 2.5/5
Sealed: 1/5
 

DagoraBlade

Conviction

Advantage: Soul

Cost: 1G

Effect: Your strikes have -2 Intercept and +2 Force.

REI_006

 

Today we inspect a card that makes or breaks an entire deck-type. Conviction, its cheap, its fast, and if used correctly it’s quite deadly.

 

PROs

-Only costs a green to pump a strike up by two

-Charges a zone

 

CONs

-Franchised, and not exactly flexible even in many deck that use Soul

-Losing two intercept is significant on most strikes

 

 

So, what’s the deal with Conviction?

Conviction is a card most likely created with a deck-type in mind. As the little sister to “No Quarter,” Conviction offers a less extreme way to pump up your strikes (having a -2/+2 as opposed to a -3/+3.)

 

Of the shaman that can possibly use Conviction (Yoh, Trey, Zeke, and Jeanne), only half of them can actually pull off using this card.

 

How am I supposed to use this card?

Conviction is a great way to abuse excess intercept, and just screams to be used in a guardian deck. Cards like “Smoldering Confidence” and “Titanic Summons” are just beasts waiting to be unleashed. Conviction basically allows you to use your intercept as another resource of the game. There’s not point in wasting a resource, I always say, so you better use that ten intercept from “Smoldering Confidence” as best you can and swing with a just plain massive seven.

 

Will this card work in non-Guardian decks?

In most cases it would take a miracle to get this card to work. Outside of a guardian deck you rely on your opponent to swing with sub-par attacks in order to use Conviction efficiently.

 

The widely played Melee strikes will have about five intercept. Quick math lesson, five minus two is three. Three intercept can’t even counter the opening attack, at which case you rely on your opponent to throw a “Jaded Sphere” or “Dark Ascendance” your way, which is not likely to come up at the exact instance you happen to get Conviction pulled off. You rely on lucky situations here and really there’s no point in running an overly situational card in a game with no hand size.

 

In a ranged deck, the best bet you have (with the exception of Gush of Flame which has this effect anyway) is the six intercept cards such as “Stalefish Grab” and “Rail Bird” that have their own purposes for their intercept. Even then, a six minus two is four, which is just about ready for their opening attack or a the totally pointless “Flamboyant Arrival” you never saw coming. Once again it will rely on a lucky situation to arise before it sees any use.

 

Rate it already!

Constructed Tournament Play: 3.8/5 (consistent enough to push in some points)

Casual Play: 4/5 (fun for the whole family)

Sealed Tournament: 2/5 (you usually won’t have the intercept to support this)

 

Overall Conviction is a card that needs to be run in a correct deck. If used correctly it can be godly, but I intend to smack the first person who tosses it into their Trey deck for the heck of it.

 

 


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