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Pojo's Shaman King TCG Card of the Day
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Unerring
Garrote
Type - Ranged
Card Number - REI-081
Card
Ratings
Tournament- 3.65
Casual- 3.4
Sealed- 3.85
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 05.17.05 |
Dan The
Timid |
Unerring
Garrote
Strike
Type: Ranged
Cost: 1/2/1
Stats: 6/7
Effect: If you counterattack with Unerring
Garrote, you may eliminate a teamwork.
Flavor: "You've been tracked and located. Now
let's see what you're made of."
Welcome back to our lucky 13th week of card
reviews. The theme for this new week? Uh... I'm
not really sure, really expensive card week
maybe? In any case the first card chosen for
this week, Unerring Garrote, aside from being a
pain to type and pronounce, also holds the honor
of being the most expensive non-spectegram base
cost strike in the game. Despite that fact I see
it show up in quite a few ranged decks so is it
showing up with good reason? Lets look closer:
Pros
- High intercept
- HUGE force
- Optional teamwork control
Cons
- Extremely expensive
- Only ranged shaman can use it
Overview: Is it just me or have we been
reviewing alot of ranged cards lately? Oh well
moving on this is one of those cards which
whether it be any of its stats or effect has no
weakness, everything is either solid or straight
up awesome. Teamwork destruction is always nice
and an extremely powerful effect to have on any
card. 6 intercept will block all but the most
massive of forces, and 7 force, well its one of
those massive forces that are so rare as of
reincarnation set. Many decks have only a
handful of cards that can block forces over 6
force so the odds of this card scoring even with
out any boosts are pretty good. And the teamwork
destruction might even further increase your
chances by dealing with a pesky big bill.
Deeper Analysis: Of course this card does have
one glaring weakness, its EXTREMELY expensive.
Are those stats and effect worth such a huge
cost, personally I believe it is. Look at it
this way, its only 1 yellow more then a totem
blast which is an effectless 6/6, or about 1
yellow more (if you concede 2 green to be worth
a yellow) then mystic beam, a 4/7 with out an
effect. And if we look at desolate scream I'd
say a teamwork destruction effect is worth
atleast an additional yellow cost. So then what
reason is there not to just run 4 of these in
every ranged deck? Quite simply your not always
going to be able to afford such a large cost.
And early in a duel burning yourself out like
that for a single strike can also be extremely
risky, you may score with it but then your so
low they score right back with the opening
attack. Although atleast in that case you've
decreased their celebrations by eliminating a
teamwork. I defiantly think UG is worth
considering in any deck that intends to win via
offensive might but don't go over board unless
you've got the furyoku gaining mechanics to
support them.
Combos/Uses: Most Trey decks love this card, his
spectegram usually means they have a signifcant
amount of furyoku, there problem is often simply
find good ways to make use of that furyoku since
in pitching all the time they are giving their
opponent decent amoutns of furyoku as well. When
furyoku is not a concern this card is plain and
simply AWESOME. I see it splashed in lola or
lyserg decks occasionall as well but I tend to
see those decks built more around furyoku
control then offensive might so while teamwork
control is nice if it comes up in your green
when you can't afford it and your trying to keep
your opponent from getting anything but green
back it can obviously be a liability. Really I
think any ranged deck could use it but keep in
mind your decks focus and how often you actually
have enough extra furyoku to afford it.
Final Stat Breakdown:
Constructed: 4/5 (unless your running furyoku
advantage trey I wouldn't suggest running 4 but
I would suggest trying a couple in any ranged
deck, it may seem expensive but the returns are
usually worth it)
Sealed: 5/5 (This card is so good in this format
its almost worth going ranged just for this
card. Field control can be hard to come by, 6
blocks almost everything, and 7s are almost
guarenteed hits, sign me up)
|
Darth
Vailo |
Foreword
Hello
everyone! Well another week another set
of reviews.
This week we have cards picked by a
mystery man. Ya, spooky. Read on
Card Advantages
Unerring Garrote is one of those cards
that makes me think that this game is
trying to push dictionary sales and not
an Anime. I mean those are some big
words for 10 and 12 year olds. Perhaps
UDE is trying to save our youth? Its
about timelol
Anyways this card is a behemoth. 6/7 for
stats is extremely good for a strike.
You are basically going to be able to
intercept 75% of all strikes thrown at
you. You are also going to be abler to
score a point about 75% of the time.
Thats some pretty good numbers for one
card.
As
for the effect you basically get a
Desolate Screams out of it if you
counterattack. And as everyone knows
Desolate Screams is one of the best
cards out as far as advantages go. That,
combined with the stats, is why I
consider this bugger to be a behemoth.
Pros
Great stats.
Great effect.
Card Disadvantages
As
with all behemoths Unerring Garrote has
a huge cost. 1-2-1 for a cost is just a
lot to me. You are really paying 2/1
here since you will in most cases
replenish the green next turn. But the
last three can hurt. I do see how this
can be balanced though since the stats
are so large that you will probably
break the yellow zone anyway. And then
if you are lucky enough to get to the
red zone you are in great shape. It is
those times you get blocked in the green
or yellow zone that hurt though. And we
cannot forget that many ranged Shaman
give you great furyoku replenishment. So
as far as I see it the cost isnt that
bad for the card itself.
The usual cons are here as well. Its
rare so it is tough to pull and it is
franchised to ranged Shaman.
Cons
Franchised.
Hard to get.
High cost.
Summary
I
say use it. I do and you should, too.
The chance at scoring a point with this
card and getting the great effect is
something that you should not
underestimate. Run 2 I think youll like
it.
Ratings
Tournament-3.5
Casual-3.5
Sealed-3
Overall-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 |
I
originally wasn't going to do this review, took
a personal day. Well, it's alittle late in
coming up, so I'll make a short review for
"Unerring Garrote."
A very heavy cost for this Ranged Strike. 1
green, 2 yellows, and 1 red furyoku. This card
cost is very draining on your furyoku
stockpiles. It's balanced in the fact that it's
not too concentrated in one color. If you have
to overpay that makes this card even more
expensive than it already is.
This effect is plainly stated that if you
counterattack eliminate a teamwork. Looking at
the stats of 6:7, you will almost always do
that(if there is one on the field). Blocks the
golden 5 and Opening Attack. The 7 force is also
very nice. This card can be great for solid
power, and an effect that could help control
decks.
The cost of the card I think is alittle too
painful. Even more so if at a time you have to
overpay. Eliminating a teamwork (your opponent's
or your own) and the strength of this card can
balance it out, but I don't find it very
special. As a rare card you won't be pulling too
many of these in sealed, but using one shouldn't
hurt you too much.
Casual: 2.5/5
Tournament: 2.5/5
Sealed: 3/5 (if you run one of these)
|
Blank Zero |
Name:
Unerring Garrote
Number: REI_081
Cost (G/Y/R): 1/2/1
Type: Strike
Rarity: Rare
Trait: Ranged
Stats: 6/7
Text: "If you counterattack with Unerring
Garrote, you may eliminate a teamwork."
Flavor Text: "You've been tracked and located.
Now let's see what you're made of."
While we finished off last week with the
defensive powerhouse of Ranged strikes, it seems
this week is opening with something a bit more
on the offensive side. Enter: Unerring Garrote,
the expensive master of Ranged force. While the
card is pretty expensive, I see it run in
multiples in almost every ranged deck. Let's
look at how it stacks up.
This card rocks because:
-It has an above-par intercept
-It has a nearly unblockable force
-The effect can be extremely useful
Well, first off, this card is very
intercept-heavy. 6 intercept blocks most strikes
in the game... and then some. It's a good solid
intercept, and it'll give you a pretty reliable
blocking card despite what might come your way.
Second off, this card has a very high force. 6
is at about the threshold of blockable; 7
exceeds it. This is a massive attack card, and
it will more than likely land a hit on anyone
running a non-intercept deck. Against an
intercept deck, you'll be lucky to see a card
with less than 7 intercept. But that's not
really the point; this card can run a formidable
offense, and that's probably the selling trait
of the card.
Finally, the effect of this card can be
extremely useful. In a control deck, it can
enforce field control with its ability to
destroy a teamwork. In any other sort of deck,
it's still quite likely that you'll be able to
gain something by killing off an opponent's
teamork. There is a downside to this, which will
be explained shortly.
This card sucks because:
-It's friggin' expensive to play.
-The effect has a chance of not even going off
-The type of deck its effect is best in, needs
it least
Well... This card has huge stats. But it also
has a huge cost to go with those stats. It's
sort of depressing. One green, two yellow, and
one red is a lot to pay. Especially if you're
paying a few yellow costs already, you might
have difficulty pulling this strike off. A
converted 4 furyoku cost is pretty high for ANY
strike, and a cost like that with most of the
weight being in non-green furyoku can be
devastating to your reserves.
Now, even if you can afford to pay for the steep
cost, there's always the off-chance that your
opponent won't even have any teamworks for you
to destroy with the effect. In that case, you're
paying all that furyoku for the stats alone,
which might not be such a great trade-off,
especially if you're running an unstable furyoku
supply.
The fact of the matter is, this card is probably
LEAST dependable in the type of deck that it's
most effective in. It works very well with the
goal of a control deck, the type of deck that
the Ranged Shaman are all most commonly run
with. Unfortunately, with these decks, there are
so many other options for getting rid of
teamworks that there will often not be any use
for the effect. While it has a good role in
field control, it will quite often be overkill.
DANGER! Kids, don't try these combos at home:
Well, this card partners well with various
furyoku enhancers. With Trey, you can run Joco
or Faust to lower the incredibly steep cost of
playing this card. With ANY of the Ranged
shaman, you have access to Rail Bird, Owned!,
Stalefish Grab, etc. to boost your furyoku
supplies in game, making this card more feasible
tgo play.
And while you run the risk of deleting your
options for the activation of this strike's
effect, it can also pair up with teamwork
destruction cards for some heavy-duty field
control. Trey can use Desolate Screams, Lyserg
has Captivate, Lola and Trey both have signature
moves that can run to this end, and all three
shaman are able to use Cleanse, to enhance the
teamwork elimination.
Summary:
This card has extremely solid stats, but at an
extremely steep cost. You'll find it worth
running in most Ranged decks, simply for the
fact that the stats can be incredible, and will
more than often net you a point. On the other
hand, there's also the effect which can be very
helpful to field control, despite the fact that
most field control decks have other ways of
accomplishing teamwork elimination.
Rating:
Constructed: 4/5
Sealed: 3/5
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