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Vs. System
Megaman
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Pojo's VS System Card of the Day
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The Shark, T.S. Smith
Card #DGL-062
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Date Reviewed: 09.15.05
Constructed Modern Age Average Rating: 3.25
Constructed Golden Age Average Rating: 3
Limited Average Rating: 3.5
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Jason
Bunch |
The Shark,
T.S. Smith
The Shark is a guy that showed up in just about
every GLEE build from PC Indy, and for good
reason. He's a
1 drop with Willpower, making his searchable and
able to be pumped by G'Nort and Arisia, and he
rewards you for dipping into your resource row
early and often by getting bigger the more you
flip in a game. Flight and Range means that he
can go anywhere he wants on the attack, and he
can stun high on the curve and still only deal 1
point of stun endurance loss to you.
Vital for getting the GL/EE teamup running
early, and great for mid to late game when
you're trying to throw a lot of weenies on the
board to swarm your opponent with.
3.5/5
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wierdofur |
"My, what big
teeth you have!"
The Shark, T. S. Smith
Number: DGL-062
Rarity: Common
Card Type: Character
Cost: 1
Team: Emerald Enemies
Attack: 0
Defense: 1
Range: Yes
Flight: Yes
Willpower 1
The Shark gets +1 ATK for each face-up resource
you control.
Cost: 1
First dibs on recruitment.
ATK/DEF: 0/1
Don't be fooled, his ATK gets higher...
Range/Flight: Both
A flying AND spitting fish?!? Gross!
Effect:
Gets +1 ATK for each face-up resource you have.
Team Affiliation: Emerald Enemies
This team is ok, but it lakes versatility on the
field.
Overall:
He can be good in the early game, but can't
stand up for long with only 1 DEF point. He's an
ok card to use, but it takes careful planning to
make the most of him.
Constructed:
A good choice, provided you can get enough PTs
and Locations that can be used soon enough to
make real use of his potentially high ATK.
3.0/5.0
Limited:
An ok choice for your 1-drop. His effect is more
usable than those of most characters.
3.5.5.0
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Sith Dragon |
The Shark
emerald enemies
cost:1
0/1
flight/range
willpower 1
The shark gets +1 ATK for each face-up resource
you control.
I am generally not a big fan of one drops, since
most are worthless outside of turn 1 or 2 unless
they have a stellar effect. Shark I would
consider playable if you want to run him.
With a willpower of one he can use all the
willpower cards from the Green Lantern series,
and the flight and range is always good. His
effect makes him more flexible than most one
drops as his attack will increase as you flip
resources.
My advise if you are considering running this
card is pay attention to your resource row as
you play. If you run quite a few locations or
find you use your resource row a lot, then he
can be quite good. If you miss a drop late,
playing him can give you an extra 3+ attack
points so a smaller guy can team attack with him
to take out a larger character. If you usually
have most of your resources face up then on turn
six you can bring out your 5 drop and this guy
for another
4 ATK points. His bad side will be he makes a
juicy target for your opponent to swing on with
a big drop.
Basically if your style of play is favorable to
his ability then run a couple of these and see
how he works.
"Are you threatening me, Master Jedi?"
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