Shaman King Home
Message Board
Pojo's Books
Anime
Character Bios
Episode Guide
Card Game
Card of the Day
CCG Strategies
Tourney Reports
Top 10 Lists
Frequently Asked Questions
Errata
Spoilers
Reincarnation
Deck Builder Friendly Spoiler
Chamber Cards Reincarnation
What is a Shaman?
Contact Us
Magic
Yu-Gi-Oh!
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman
This Space
For Rent
|
|
Shaman King TCG Tips
Author: vegeta000110
April 4, 2005
Using Your
Spectergrams Effectively
Hello. I’m known as vegeta000110 on the Shaman King forums.
The purpose of today’s article is to analyze the
spectergrams from the Reincarnation set.
As many of you know, all of the spectergrams from
Reincarnation are only playable by certain shaman, and are
either very cheap or very expensive to play. But are they
actually worth it and are there strategies to make some more
likely to be played? Let’s find out!
Viaticum (Jeanne)
Jeanne’s spectergram can be very VERY hard to play in some
cases. 8/8 for 3 red just in itself is fairly expensive and
if you just ‘splash’ this one in without support, it is a
dead weight. Luckilly, there are ways to get this thing into
the fairly reasonable range. While Feral Instict may come
into mind for some, it really doesn’t do the job well.
That’s where Jeanne herself comes into the picture. Her
Mash’s Splendor and Angry Chair signature moves are quite
ideal for gaining the red furyoku needed. And with her Soul
trait, it’s even easier to charge up fast enough. Just fire
one off when you face a very weak attack. Just be careful
that you keep enough red in play for when a Viaticum does
show up, which can be difficult with Soul and Guardian
cards.
Baby Steps (Matti)
This is one of the most awkward of the spectergrams. 6/6 for
4 yellow, which is expensive, or pitch for +1/+1. Granted,
you should never try to use it for the strike part, but
there is some hope when you need to strike with it to save
yourself from going down 1 point. While she can’t exactly
pull the furyoku off of a signature move trick like Jeanne,
she can benefit from Ten More Sit-Ups. And as a Body/Strike
shaman, she benefits from fairly cheap costs, so 4 yellow
shouldn’t be hard to keep reserved.
Negral’s Roar (Duncan)
1/1 for a green that gets +1/0 or 0/+1 bigger for each green
you spend.
There really is not a whole lot of strategy behind this one.
Just find a way to stockpile lots of furyoku, and spend just
enough to intercept your opponent’s attack and then on force
until you think you can snag a likely victory.
Amidamaru (Yoh)
This is probably one of the best teamworks in the game.
Unfortunately, you need to strategize with him in order to
be good. Taking advantage of cards such as Director’s Cut
will assist you with this. The general rule of thumb is to
keep him away from the Red zone. While it would help get you
charged faster and give you a red when celebrating, he would
be more of a deadweight because you want to try and strike
in yellow at the latest.
Hijinks (Lola)
For 2 green, basically force your opponent to play cards if
possible. This is such a great advantage, but unfortunately
one of the more costly characters is only able to use this.
Your best bet is to get this card, so take advantage of
Lola’s Mind trait and Point Blank to assure your odds of
drawing one.
Lee Pai-Long (Jun)
Pai-Long is a force to be reckoned with. While he isn’t
quite Amidamaru (which would make Jun unreasonably good), he
has a semi-decent effect. If you are able to pull off a
green zone Big Sister and then a yellow Pai-Long, you’re
set. Otherwise, just hope they don’t focus all 3 zones when
you have no one in the Green zone.
Icicle Assault (Trey)
Like Baby Steps, you really shouldn’t use it outside of its
pitch effect, but 4 green is easy to come by with Ten More
Sit-Ups and Jun, Big Sister.
Only use it as a strike in the red zone and nothing else.
Captivate (Lyserg)
Wow. For 1 green and 1 red, steal an opposing teamwork AND
charge a zone!
It goes without saying that you should aim for the best
teamwork they have out on the table. That would in general
mean that almost every Yoh teamwork and like Matti and Kanna
from Zeke are extremely viable targets. If you ever have the
unfortunate experience to go up against another X-laws
character, this loses a bit of it’s effectiveness, but you
know what you should yank from them at least.
Spirit of Fire (Zeke)
Anything that forces you to lose intercept permanently like
this is a very bad idea, but at least SoF is no Tao En. And
since Zeke doesn’t have the benefits of Body or Melee cards
that boost intercept, you’ll just need to do your meta for
getting around the -1 by running more strikes with slightly
higher intercepts.
Ultra Cavalry Charge (Len)
Yikes. This thing has a cost of 4 red and has a very weak
pitch effect! And only 4 intercept to boot. Luckilly Len has
access to the Yoh and Melee types. Generally, what you would
do to use Eon Crush you apply here. Make good use of the
pitch effects of some of the melee cards, Ward Off, and
Spirit Aim to boost UCC’s intercept or just hope for a
normally punishable attack.
In closing, it is safe to say that most, if not all, of
these spectergrams can be used. It is just in the eyes of
the beholder whether or not it is worth running. As for
whether or not you should run 4 copies of your respective
spectergram is up to you, just keep in mind what else you
would need to add in to make it useful. This does it for
this article. Thank you for reading!
|