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Pojo's Shaman King TCG Card of the Day

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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