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Pojo's Shaman King TCG Card of the Day
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Amidamaru,
Legendary Samurai
Type -
Teamwork
Card Number - REI-001
Card
Ratings
Tournament- 3.5
Sealed- 3.0
Ratings are based on a 1 to 5
scale 1 being the worst. 3 ... average. 5 is the
highest rating.
Date Reviewed - 05.27.05 |
Blank Zero |
Name:
Amidamaru, Legendary Samurai
Number: REI_001
Cost (G/Y/R): 1/0/0
Type: Teamwork
Rarity: Spectergram
Trait: None (only Yoh can use it, though)
Text: "You may play Amidamaru only if you are
Yoh. If you counterattack from Amidamaru's zone,
charge it."
Flavor Text: "We are one." -Amidamaru
Well, it's the last card of my first week. I'll
be out of town next week, so there won't be any
reviews from me... but because of this, I
decided to wind this week up with a bang. A
shiny bang. A very shiny bang. One that actually
relates directly to Yoh. Let's have a look at
Amidamaru, Yoh's spectergram card.
This card rocks because:
-It's dirt cheap.
-It gives you a less risky option for charging
the lower zones.
-It fills a slot for celebrations.
-It's free to use the effect.
Well, first off, this card costs only one green
more than nothing to play. So, it essentially
costs nothing, by some strange, twisted sort of
reasoning. It's effectively a Tactical: green if
you flip it in a zone where there's no teamwork.
And the effect can't hurt you, so there's rarely
a reason you wouldn't play it in an empty zone.
Second off, it gives you another method by which
to charge your zones. This is especially useful
in Overdrive-type decks (can anyone say "Double
Medium abuse"?), because it lets you get your
zone charged very reliably. Because of the natue
of Melee strikes, which allow for a generally
quick, cheap response to your opponent's
attacks, this method of charging can be more
effective than using advantages in a Yoh deck.
And if you get it out in your red zone, you can
charge your red with very little risk, as you'll
increase your chances of charging the zone from
a bit less than 33% to about 83%, assuming your
deck follows the 10/20/30 build.
Of course, it's always there for celebrations,
too, so if you manage to score against your
opponent, you can celebrate in his zone. Of
course, that goes for most teamworks. That, of
course, makes him even better in red.
Then, his effect is free. No heavy repeated
costs like for Rio, Dead Ender. Just the quick,
easy, one-time deposit of a green furyoku, and
he'll be there to charge your zone as often as
you like.
This card sucks because:
-If the zone's already charged, it's useless.
-Only Yoh can use it.
In cold, hard truth, this card can be a bit of a
bog-down in your zone if it's already charged.
If you find your deck charging the remaining
zones too slowly, this card's just taking up
space that something more useful, like Joco or
Faust, could fill.
And, of course, it's for Yoh only, so if you get
it in a Sealed tourney, it's useless unless you
pull a decent Yoh chamber card. If you get the
Double Medium moveset, I see absolutely no
reason not to run this.
DANGER! Kids, don't try these combos at home:
Well, it's pretty much a standalone card. It
works very well, as I've pointed out, with the
Double Medium sugnature moveset, because it can
greatly assist you in pulling off the heavily
irritating signature move, over and over again.
other than that... don't have much.
Summary:
This card's effect is a nice complement to any
Yoh deck that likes to quickcharge. It's
extremely cheap to play, so the situations it
can be really bad in are few and far between.
It's a solid card, and I'd suggest running it in
any deck that runs Double Medium Yoh, or any
other signature moveset that you'd use
repeatedly. It's not really much of a "wow"
card, but it has its merit.
Rating:
Constructed: 3.5/5
Sealed: 3/5 |
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