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Stacking the Deck By Haven
The Shaman King TCG differs from other TCGs in that a player
has no hand, but draws from the deck when defending in
zones. In Shaman King, you are always top decking. Although
players know what cards are in their deck, they have no idea
what they are going to draw, which can create situations
where you make a decision based on what you think you will
draw.
For example, you are considering pitching Shared Purpose
when confronting a 4 force in the yellow zone, in order to
move your Jun, Big Sister into the yellow zone from the
green zone. If you flipped a Point Blank in the red, you
would have to pay 1/2/0 to send back a 4 force, which you
could have done for much less. If you flipped a Dark
Ascendance, you would probably dance a jig. Either way, your
opponent gets a full replenishment. However, having Jun in
the yellow might help establish an advantage over the
opponent.
All though situations like this don't occur too often, the
decision that the
player makes has a significant impact on the game. I said
earlier that Shaman King is a top deck war. This means that
being able to know what cards you are going to flip
beforehand is invaluable, and lets you plan out your moves
ahead of time. I call this Stacking the Deck.
There are a few cards that let you stack the deck. The
majority of them are mind advantages, but there are some
strikes and teamworks that have other/no traits. I'm going
to take a look at a few of them. I took all descriptions
from Stachura's Deck Builder Spoiler.
Lililala, Keeper of Memories | 1/0/0 | (eliminate Lililala)-->Before
flipping, draw three cards. Place two in your discard pile
and one on top of your deck.
Silva, Impartial Judge | 0/1/0 | If you play a strike in
silva's zone, eliminate Silva. Before flipping a card, draw
two cards. Place one in your discard pile and the other on
top of your deck.
Yohmei, Asakura Patriarch | 0/1/0 | You may not focus in
Yohmei's zone.
Before flipping in this zone, look at the top two cards of
your deck and put them back on top in any order.
So here are the teamworks. Lililala is a one-shot go,
letting you see 3 cards for 1 green, and then eliminating
her. Silva can be used more than once, but you can't strike
in his zone, he costs a yellow, and he gets Lililala's
effect with one less card. Yohmei won't let you focus in his
zone, and you do not discard any of the cards you draw.
The best of these 3 should be a no brainer. Lililala does
little to provide permanent advantage, but she is very
cheap, and lets you choose the perfect strike to hit back
with, along with getting rid of 2 cards you wouldn't need
for later. When you use a stacking effect that discards all
other cards drawn, you are generally looking for a good
strike rather than a way to setup your teamworks or
advantages. Think of it this way; if used in the green zone,
you would get to look at what you would have drawn for each
zone, and choose the best option, while staying in the
green. Silva and Yohmei's downfalls are that they are not as
cheap, and that their disadvantages (can't play strikes /
can't focus, Team Yoh) really hurt your options.
Now for strikes.
Point Blank | 1/2/0 | If you counterattack with point blank,
look at the top card of your deck. You may put it in your
discard pile | 7/4
Len Spectergram | Ultra Cavalry Charge | 0/0/4 | You may
play or pitch Ultra Cavalry Charge only if you are Len.
(Pitch)-->Look at the top three cards of your deck and place
them back on top in any order | 4/10
Point Blank works pretty simply, I thought Andysislands did
a great analysis
in his CotD. View it here
http://www.pojo.com/shamanking/cotd/2005/Feb/2-23.shtml.
Point Blank is a great card to have in any deck IMO, and
should be maxed in decks that really need a 7 block. Ultra
Cavalry Charge is a good finisher with an ok pitching
ability. What really hurts is that you lose the zone when
you pitch, so your opponent will replenish more. If you run
this card in a Len Deck, you are going to be pitching it a
lot. I really haven't play tested this card, so you decide
if you want it or not.
Mind Advantages:
Ponder, Reflect, Consider | 2/0/0 | Immediate. Look at the
top three cards of your deck and place them back on top in
any order.
Focal Point | 0/1/0 | Immediate. Before flipping your next
card, draw three cards. Place one on top of your deck and
put the rest in your discard pile.
Decipher the Runes | 1/0/0 | Immediate. Before flipping your
next card, draw two cards. Place one on top of your deck and
the other in your discard pile.
All three of these are useful. Ponder, Reflect, Consider is
more for setting
up your field than for getting the good strike and throwing
out unneeded cards. You could use it like this: place the
weakest card in front, then a teamwork or advantage, then a
strike. You would focus the weak card, then play a
teamwork/advantage in the next zone, then play the strike.
Focal point is just like the advantage form of Lililala,
except more expensive and
with a charge. Decipher the Runes is a very cheap way to
charge zones and stack your deck. I believe Decipher the
Runes to be a staple, as it is very cheap, stacks the deck,
and charges the zone. Focal Point and P,R,C are both good,
and I would use them both in a mind deck.
I believe that knowing what cards you will draw is a huge
advantage to have over your opponent, and I would recommend
that all decks run 4x Lililala and possibly 2-4x Point
Blank, depending on whether you need the big block. If you
are running mind, run 4x Decipher the Runes, and maybe 2-4x
Focal Point and 2-4x P,R,C. Stacking the Deck is a powerful
strategy which will help you search out the cards you need,
and enable you to win many a duel.
haven, haven345@hotmail.com
Remember to keep sending UDE those e-mails! We will not let
the TCG die!
Here's UDE's E-mail: Ude@upperdeck.com
Here's the thread:
http://www.pojo.biz/board/showthread.php?p=2437633#post2437633
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