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Pojo's Kaijudo Card of the Day
On our Message Board you can Trade Cards (with an eBay type rating system), talk about your decks, discuss upcoming and past tourneys, converse on the anime & more! 


Image from Wizards Kaijudo site

  Top 10 Cards of 2013

#8: Cyber Scamp

- #12/80 l 9SHA

Date Reviewed: Dec. 20, 2013

Constructed Rating: 4.75
Limited Rating: 2.75

Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.

Click Here to See All the Cards of the Day

 

Raijinku

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Welcome back duelists! This is officially my 200th review since the start of the year! It's been great so far and I continue to look forward to writing for Pojo as the days go on. Thank you all for your support in reading my reviews! Today we're continuing to take a look at "Top Ten Cards Released in 2013"and today's card is by far one of the most annoying to play against and brought rush and tempo decks to a whole new level. Let's take a look at number eight, Cyber Scamp.

Name: Cyber Scamp
Civilization:
Water
Type: Creature
Race:
Cyber Lord
Level:
2
Power:
1000
Flavor Text: "I'm the original." "No, I'm the original." "Neither of you know the truth. I am the original."
Rarity: Rare
Set Number: 12/80 l 9SHA

Abilities:
Ditto
- Whenever your opponent casts a spell, search your deck. You may take a creature named Cyber Scamp from

Cyber Scamp is the best level 2 Cyber Lord out there, no exception. It has a very simple ability but it can start a war in the battle zone that you won't want anything to do with when it happens. Each time your opponent plays a spell card, you have to search your deck. Then you put another copy of Cyber Scamp into the battle zone. When it comes out, it will be unaffected by the effects that triggered the original scamp's ability such as Stormspark Blast, Toxic Fog, etc.

When someone drops a turn two Cyber Scamp, it's really difficult to deal with unless you happen to run a lot of blockers or cards like Screeching Scaradorable. Otherwise you're wasting your cards and giving your opponent more creatures on the board, or keeping the overall number the same. Because of this factor, Cyber Scamp may as well have an effect that reads "Your opponent cannot play any spells unless they want to lose the game."

It's to my understanding that Wizards doesn't want to have token creatures in this game and an excess of small creatures that can overrun the board for little to no cost would be one of the reasons behind that. Cyber Scamp is that very shaky middle-ground. It creates a free creature as long as you have one in your deck. There may be occasions where you'll see two in your hand or one ends up in your shield zone, but for the most part, this card is almost always live and will keep your opponent's spells at bay. Carl Miciotto AKA EarthP0w3r used two Cyber Scamp in his Winter Championship deck so that he could throw off his opponent's into thinking he had one of his scamps in his shield zone... and it worked! The card still maintained its value even when having two copies in a deck.

As a fun side note, whenever scamp's ability triggers, you can look through all the cards in your deck and figure out what might be in your shield zone, all while searching for that pink menace of mayhem! Knowledge is always power... as long as you can remember it at least!

Constructed: 4.75/5.00 (So difficult to deal with unless you have specific answers to counter it.)
Limited: 2.75/5.00 (It's not that great without the use of other scamps, however, it can still give you valuable information about your deck and shield zone in a limited environment.)

I hope you all have a great weekend! We'll see you on Tuesday when we take a look at number seven on the list! Also, be sure to check out my articles on Alter Reality Games page as well on every Monday!  Until next time my fellow Kaijudo Duel Masters, keep calm and game on!


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