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Pojo's Shaman King TCG Card of the Day
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Big Bill
Type - Zeke
Card Number - REI-128
Card
Ratings
Tournament- 2.75
Casual- 4
Sealed- 3.5
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 05.18.05 |
Dan The
Timid |
Big Bill
Teamwork
Type: Zeke
Cost: 0/2/0
Effect: Your strikes in Big Bill's zone are
intercept +1.
Powerful but expensive card week continues this
time with a teamwork. At 2 yellow Big Bill is
easily the most expensive non spectergram (and
its arguable that his 2 yellow cost is
comparable with spirit of fires 1 green and 1
red cost though I still give spirit the edge
there). Does his effect make the cost worth
while, lets investigate:
Pros
- A free continuous boost to intercept
Cons
- Only team Zeke characters can use it
- Very expensive
Overview: This card is pretty simple, you pay a
large 1 time fee on the grounds that now every
strike in his zone has a boost to intercept.
That small intercept just became more
acceptable, that large intercept just became
even larger. 2 Yellow is a large cost though...
Deeper Analysis: And that is the make or break
for this card, against decks with out teamwork
destruction this card is pretty awesome, a +1 to
intercept while not huge will almost certaintly
prove useful more then a few times over the
course of a game if its left out there every
turn. However if Bills destroyed right away you
paid an awful lot for very little. For that same
2 yellow you could have plaid any number of
strikes, in big bills case you play him and then
you still gotta find enough furyoku to pay for a
strike for the turn as well. And of course if he
comes up in a zone where you already have a
teamwork your almost never going to pay not to
have him. Being a member of team zeke this can
be a real problem as only Zeke himself is a
cheap teamwork you'd be fine with over lapping,
in many cases your going to find your self
either taking a huge furyoku loss by over
lapping something expensive, or simply being
forced to focus.
Combos/Uses: So where should Big Bill actually
see play? Although he can help boost bigger
intercepts in general he's not going to be worth
it enough in those type of decks, no the place
he best finds his fit is low intercept decks.
Matti immediately comes to mind with melee
having so many 3,4, and especially 5 intercepts.
United front becomes a REALLY cheap 4/6 in big
bills zone (and has tactical if your facing a
strike bigger then 4 force). Crackback, broom
corn beatdown, reverberate, honing blades, they
all jump up to the much more effective 6
intercept range. Another combo that big bill is
good for is in a deck running manifestation of
power. Mani can be a real nuisance with its low
intercept of 3, a friend of mine who loves that
card has taken soooo many hits because of
flipping mani in his red zone when facing an
opening attack. Big Bill makes that card a
slightly more respectable 4 intercept. Of course
the many ranged cards that allow you to decrease
their intercept for an effect can make use of
big bill as well as I've mentioned before.
Final Stat Breakdown:
Constructed: 2.5/5 (Big Bill is useful in any
deck BUT only decks that can get the most out of
him should use him as that cost can be REALLY
steep)
Sealed: 3/5 (Slightly less teamwork removal here
makes him last a little longer)
|
andys
island |
For today
we have "Big Bill". His name can also be
referred back to as Big Guy Bill. He is an
American, not an Eyesheild 21 cross-over (Eyesheild
21 is a football manga/anime in Japan). His
spirits are members from his football team whom
have died. His data after that is pretty
limited. As his trait would suggest he works for
Hao/Zeke.
The cost for "Big Bill" is 2 yellow furyoku.
This rare card's cost isn't nearly expensive as
other cards. You could run a few of these, but
make sure you get an extra source for Yellow
furyoku for this teamwork card.
His effect is comparable with his personality.
As a linemen on the football team he is built
for defense. His effect gives +1 intercept to
all strikes in his zone. This is great for
bringing those 4 intercepts up to 5. This card's
effect is endless as long as it's on the field.
An increase in intercept isn't meant for all
decks. Only use this if most of your strikes
have 4 or less intercept. You can't win unless
you counterattack!
Sealed and Casual play will get the most out of
this card. Both areas could lack in intercept
power against better decks. In tournaments you
should already have 5 intercepts for your
strikes. It may be useful to bump them up to 6
if you want. This really depends on your meta.
Casual: 4/5
Tournament: 3/5
Sealed: 4/5
|
Blank Zero |
Name: Big
Bill, Football Fanatic
Number: REI_128
Cost (G/Y/R): 0/2/0
Type: Teamwork
Rarity: Rare
Trait: Zeke
Text: "Your strikes in Big Bill's zone have +1
Intercept."
Flavor Text: "In a shaman fight, there is no
penalty for unnecessary roughness."
Ah, today we review another of my favorite
teamworks, effect-wise. Big Bill, sort of like
Devoted Sentry, is just an intercept boost with
no real drawbacks. let's look at him in a bit
more detail.
This card rocks because:
-It gives your strikes a nifty intercept bonus
-The effect has no repeated costs
-If it stays out long enough, it can more or
less pay itself off
I just love the effect on this card. Anything
you play out of Bill's zone gets an automatic
itercept boost of one. This helps certain
strikes out a lot, such as Dark Ascendance,
putting their intercept into the playable range.
What's more, you only pay the initial cost to
play the card, and then the ability is
automatic; no repeated costs of one green per
turn like Kanna, just good, clean fun for the
whole family to enjoy. With this in mind, if you
play enough strikes that can use that intercept
boost, Big Bill can be a real lifesaver.
This card sucks because:
-It's a bit expensive to play
-The ability can sometimes be unnecessary
-It's traited to Zeke teamworks only
Well... two yellow is sort of on the high end of
teamwork prices. Of course, Zeke teamworks
aren't exactly known for being economy cards.
With cards like Kanna and Mari around, you'd
almost expect this card to cost MORE... Just be
glad it doesn't.
Now, the ability can sometimes be overkill. Just
look at Zeke himself. Who in their right mind
would put Big Bill in an intercept-heavy
Guardian deck? I wouldn't. There are times when
the intercept boost is pretty much uneccessary,
and you'll wonder why you have him out in the
first place.
Last, you can only use him with members of
Zeke's team. That's just how the trait system
works, so get used to it.
DANGER! Kids, don't try these combos at home:
I've already mentioned Big Bill in several of
the Lola card reviews. He partners well with
Gush of Flame, where he can be either a force or
intercept booster. He also works well with
Stalefish Grab, Rail Bird, and Owned!, where hs
intercept boost can raise the frequency at which
the effects are pulled off.
He also works well with weak cards that have big
effects, such as Dark Ascndance, allowing you to
pull off a counterattack more often with them.
Fun, yes?
Summary:
This has a good, solid effect, and is a
reasonably piced card... at least for a Zeke
teamwork. Unless you're already running high
intercepts, you'll probably want to run him in
multiples, because he can be a real lifesaver,
especially in the red zone.
In sealed tournaments, you don't really have
your pick of decent-intercept cards, so his
effect can be a great support effect for a deck
in that format.
Rating:
Constructed: 4.5/5
Sealed: 4/5 |
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