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Pojo's Shaman King TCG Card of the Day
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Invulnerability of the Leaf
Type - Soul
Card Number - REI-134
Card
Ratings
Tournament- 3.66
Casual- 4.75
Sealed- 4.5
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 05.23.05 |
Dan The
Timid |
Invulnerability of the Leaf
Advantage
Type: Soul
Cost: 0/2/0
Effect: You are now defending in your green
zone.
Today we look at another card in a line of
brother cards. IotL is the big brother of
Center. Personally I like Center more, both for
game play but as well as for astetic reasons.
That is to say, Center features Jinni (I believe
thats her english name), Jun's ninja themed
doushi cousin. Anyway to be quite honest when
the game first came out I saw IotL in pretty
much every soul deck but now adays outside of
trey decks for the theme I don't see it too much
anymore. Why is that? Should people take a
second look at this card, lets look:
Pros:
- Zone Charge
- More or less resets your turn from the start
Cons:
- Only Soul users can use it
- Quite expensive at 2 yellow
- Could potentially do nothing more then let you
charge and reflip if played in your green zone.
- Must be used in your red zone to get the most
of its effect.
Overview: The card is pretty simple. You play it
and then suddenly you find yourself in your
green zone. If you were in your green zone then
nothing but a zone charge really occured, but if
played in your yellow and especially if you were
in your red that can really be useful. Of course
there are resulting consequences of this effect
that are quite nice as well. For one if you now
counter in green and you'd been in your red
before your opponent just went from getting a
green, yellow, and red back to just a green,
thats a pretty big difference. What more lets
say things still dont' go right and you focus
your way back down to your red again, you just
focused a green and a yellow, you nearly got the
price of the IotL back but still got a zone
charge and the opportunity to see 2 more cards
you wouldn't have other wise. In many ways you
can think of IotL as being in the same category
as Focal Point or decipher the ruins, mind
advantages that let you look at top cards of
your deck. Only IotL has the added bonus that if
you counter right away you've also denied your
opponent furyoku replenishment and if you do
focus down to the third card you ended up really
only basically moving one of your yellows up to
green as a cost. Seems pretty nice aye?
Deeper Analysis: So then why has it seen
decreased play as of late. There are 2 key
reasons, 1, that cost is pretty rough, often
times you play IotL and then flip a card you
wanted in your green zone.... but end up not
having the furyoku or needing to over pay for it
do to IotL tapping your out of yellow. If you
constantly find yourself having to focus all the
way back down to red again you haven't really
gained much more then a zone charge and the
chance to look at 2 cards you couldn't afford.
The second key reason has to do with the fact
that IotL is only really worth the price if it
comes up in red. In yellow it is quite expenive
for just 1 more extra flip and you'll only get a
green back in focusing. In green obviously IotL
is a horrible flip. Often even decks that focus
on staying in green to keep their opponent from
replenishing won't like this card because with
them constantly staying in their green it will
constantly be flipped in their green where it
will obviously be either extremely expensive
waste of furyoku, or require them to focus it,
ruining their stratedgy. And in general its just
not a good idea to go to ones red, there are a
handful of decks that will go there on purpose,
namely I've seen a couple body decks based
around this featuring thiefs honor, thug life,
and Bring It. But obviously being body they
can't even use IotL if they wanted too. And for
most decks red is an area you want to stay away
from, red is the hardest furyoku to get as well
as the most powerful, its just smart play to
deny your opponent red as much as possible. Not
to mention you never know when you'll get an
unlucky flip in your red and take a hit.
Combos/Uses: IotL gives many matti decks fits
with all their "start in your opponents
yellow/red" effects, you basically negate them
and get a zone charge. It also combos extremely
well with joco. Play it in your red where a joco
resides and then focus twice and you'll find
you've actually GAINED furyoku for your trouble.
A Jun Big Sister in yellow can also help make
the cost less painful. Thus when I do see it
used its usually been in a trey or occasionally
a yoh deck. You can try it else where but I have
a feeling your usually going to find your paying
too much for too little too often.
Final Stat Breadown:
Constructed: 2/5 (It can be good in the right
deck but most decks would probably be better off
without it)
Sealed: 2/5
|
andys
island |
Today
features we have Kococo, or as the Dub calls
her, Corey. She is the spirit for Horohoro
(Trey). As a soul spirit she doesn't speak any
human language. Mostly speaks in small little
grunts. Anyways let's look at "Invulnerability
of the Leaf."
"Invulnerability of the Leaf" is a rare soul
trait card. This advantage also costs 2 yellow
furyoku. This cost a bit heavy since alot of
strikes and advantages use yellow furyoku, but
the effect is well worth the cost.
Her effect is Immediate, so it will be sent
right to the discard pile. The effect basically
states that you move to the green zone for
defending. Of course this effect is great in the
yellow or the red zone. If in the green, it can
still be played, but the cost of 2 yellows to
stay in the green zone is too heavy. This effect
gives you more chances to make a big comeback.
"Invulnerability of the Leaf" only opens up
chances for you to make a comeback, not a
guarantee.
An extra 3 chances at counterattack does sound
great for only 2 yellow furyoku. If you pull one
or 2 of these in sealed you should use them. If
you are playing multiples of this card be
careful of the yellow furyoku cost. You furyoku
piles will be taking some heat if you keep using
this card. Make sure you leave enough furyoku to
counterattack with. If your deck can almost
always counterattack, then this card isn't very
useful. But if you happen to run less strikes
this card can help you get a better shot at
flipping one of those.
Casual: 4.5/5
Tournament: 4.5/5
Sealed: 4.8/5
|
Blank Zero |
Name:
Invulnerability of the Leaf
Number: REI_134
Cost (G/Y/R): 0/2/0
Type: Advantage
Rarity: Rare
Trait: Soul
Text: "Immediate. Instead of defending in this
zone, you are now defending in your green zone."
Flavor Text: "On Trey's home island of Hokkaido
live the Minutians, a tiny race of Butterbur
dwellers."
Well, It's my week to pick the cards to review.
And, as anyone who knows e might have guessed, I
decided to go with cards that are commonly run
in Yoh decks. Well, we're starting the week off
with a card that really has nothing to do with
Yoh; it feature's Horo Horo's...errr... Trey's
spirit ally, Kororo...errr... Corey. The flavor
text seems sort of... pointless. Either way,
that's aside from the point. Time to look at the
ins and outs of this card.
This card rocks because:
-The effect can be extremely useful.
-It can charge lower zones with minimal risk.
-It's pretty cheap.
I love this card's effect. It's extremely useful
for any deck that finds itself zone dropping a
lot, for either pitch effects or just unlucky
flips. It has the potential to move you from the
red zone up to the green zone, which is a
whopping two zones higher. That's two zones your
opponent doesn't get furyoku for, or it can be
two extra zones to try and defend against that
high force strike your opponent sent at you. The
potential effect of this card is amazing.
Second off, this card gives you the standard
advantage zone charge. Combined with the card's
effect, you can effectively drop down to your
red zone, then blast back to the green zone,
getting a zone charge out of the deal. You can
reach those hard-to-charge yellow and red zones,
then pull out of the zone before you risk taking
a hit.
That said, for what this card can accomplish,
it's got a pretty low cost. One yellow for each
zone you improve, from the red zone. And you get
a charge out of the deal. Fun for the whole
family.
This card sucks because:
-In the green zone, it's completely, utterly,
and entirely useless.
-It's traited to Soul shaman.
Let's face it. If you flip this card in the
green zone, you've completely wasted a flip. And
two yellow's sort of a high cost just to stay in
the same zone. That's why this card's only worth
running if you use a deck that takes a couple of
risks with low intercept strikes or pitch
effects. Unless you can minimalize the odds of
flipping this in the green zone, you run a good
chance of letting the effect go to waste.
And, of course, it's traited to Soul shaman, so
if you get it in a Sealed tourney, it's useless
unless you pull a decent Soul-type shaman. Of
course, most players don't even need me to
explain that. I just throw it in on the off
chance that someone doesn't quite understand how
the trait system works yet.
DANGER! Kids, don't try these combos at home:
I've found a killer combo with this card: Jun,
Big Sister in green zone, Joco, Jocular Comedian
in red. Pitch for Jun's effect in green, focus
in yellow; if you can flip an Invulnerability in
the red zone, you just got a yellow furyoku for
free. Yeah, that's sort of a complex combo with
a whole lot of wishful thinking, but it can
happen sometimes. Either way, a Jun in yellow
can supply the entire cost for Invulnerability,
and in a Joco zone, it costs the same amount as
Center, the younger sibling of this card, to use
DanTheTimid's sibling labels. These combos work
with both Trey and Yoh, but Zeke and Jeanne get
sort of short-changed on the teamwork combos,
so...
For something that ANY of the Soul shaman can
pull off, look at Relax. It effectively changes
the cost of the card to three green, which is
about on-par with the base cost of Center.
Pretty good.
Summary:
This card has a potentially awesome effect, for
a relatively low cost. It plays fairly well in
any of the soul decks, as it can combo with
another popular Soul card, but it works the best
in a deck that takes a lot of risks with
pitching and low-intercept strikes. This makes
it ideal in a Yoh deck, with Melee strikes that
run the chance of not being able to defend
against a large strike.The only problem, as far
as I can see, is that in the green zone, it's a
dead flip.
In Sealed format, if you pull Invulnerability
along with any useable Soul-trait shaman, it's
an absolute must to play. it can save you from a
lot of bad situations. Probably strongest in
Sealed format, though it still has many uses in
Constructed play.
Rating:
Constructed: 4.5/5
Sealed: 5/5
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