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Pojo's Shaman King TCG Card of the Day

Triumph of Will

Type - Mind
Card Number - REI_075

Card Ratings
Limited: 3
Constructed: 2.5

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

Date Reviewed - 03.03.05

 
 


Dan The
Timid

Triumph of Will
Advantage
Type: Mind
Cost: 0/1/1
Effect: Eliminate one of your opponents furyoku.
Flavor: Some are born frail. Others have frailty thrust upon them.

Ah, today we take are first look into the coniving world of Mind advantages. In general I think every good villian should have Mind, its entire focus is on sneakily constructing elaborate plans while occasionally stopping to sabotage your opponents efforts through furyoku destruction. Triumph of Will fits into the sabotage category. I obviously haven't seen it apearing in too many decks yet but lets see if it deserves a spot.

Pros:
- Charge a Zone
- Destroy an opponent furyoku of your choice

Cons:
- Only Mind can use it
- Hefty cost

Overview: ToW is a pretty simple card, you give up furyoku to make your opponent lose a furyoku. Obviously zone charging is always nice, but with the cost of a yellow and a red its an EXTREMELY poor idea to just toss this card into a deck thats not getting charged fast enough. No, if your going to pay that much for a card you better be potentially getting back some big rewards. It should be noted that even though you would usually only ever want to destroy a red furyoku with this card, it could be used to say destroy a yellow if your opponent was out of red which does give it a little extra versatility.

Deeper Analysis: Well a yellow and a red is a hefty cost, but to the type of deck this card should be run in its not quite such a big deal. That deck being a furyoku control deck, one which focus not on over powering the opponent with strong attacks, but rather wittlings away at their furyoku while building up your own so that small more economical attacks might sneak through simply because your opponent is unable to afford any of his strikes he flips. For said type of deck having a few extra of your own furyoku is common place and your far more likely to be taking away there last red they were saving for say a signature move or big counter attack. And that is a very important distinction between a furyoku control deck and a typical beat down, your opponent should always been out or nearly out of red in a well constructed furyoku control, but in a beatdown playing this card when your opponent has say 3 red really isn't going to make that big of an impact, all your really getting is a zone charged for a yellow or if the zone was already charged burning a yellow for no significant advantage, sure your opponents closer to being out of red, but so are you. In my experience ToW just won't be worth it consitantly enough in a non fury control deck.

Uses/Combos: This card combos great with furyoku converters like Joco and Faust, ToW in a faust zone and your paying 2 yellow to potentially charge a zone and destroy an opponents red, thats not even a bad deal in a non furyoku control deck. Still if I haven't made my opinion clear I'll state it again, staple in furyoku control deck, best to stay away from it anywhere else.

Final Ratings Breakdown:
Constructed: 5/5 (Furyoku Control)
Constructed: 2/5 (Just about anything else)
Sealed: 2/5 (Can't count on pulling enough furyoku control cards to really establish the theme but your opponents will often be stuck with poor furyoku balance among their costs so you never know, it could be useful)
 


 Darth Vailo

Card Name-Triumph of Will

Set ID Number-REI_075| Rarity-Rare| Art Number-SK_0068

Card Effect-Immediate. Eliminate one of your opponent's furyoku.

Card Cost-1 Yellow 1 Red| Card Type-Advantage| Card Trait-Mind

Flavor Text-Some are born frail. Others have frailty thrust upon them.

Foreword

Hello everyone and welcome to todays card of the day review. Today we will be keeping with the theme of Advantage cards with a slightly less than average card called, Triumph of Will. What makes this card below average you ask? Read on

Card Advantages

Triumph of Will has a pretty okay effect. You eliminate an opponents furyoku. Simple enough to understand. His can be okay since you can potentially mess up the opponents plans next turn. It can be a staple in furyoku manipulation decks. (Although I fail to see any furyoku controllers with the Mind trait. But we will get to that in the Card Disadvantages section of our review.) Nine times out of ten you are going to want to gun for the opponents red furyoku zone. This is because they will most likely always be low on it. Your next best bet would be to try for the yellow zone, and the green zone would be your last choice. This card can really put the hurting on the opposing player if you can drop it at the right time.

Besides the effect of Triumph of Will it comes with your everyday run of the mill pros for an Advantage. You get a charge and a re-flip.

Pros

Can be a game breaker to the opponent.

Allows for a re-flip and a charge.

Card Disadvantages

I guess you guys noticed that the pros list for Triumph of Will is pretty low. So let us cut to the chase, the card is not that good. It isnt the fact that the effect is terrible. In fact it is okay. It is the cost and the trait that make it bad. Youre paying a yellow and a red furyoku to eliminate any one of the opponents furyoku. Now most of the time two furyoku is not that big a deal. The main issue here is the fact that it costs a red furyoku. This is major flaw number one. Red furyoku is VERY hard to keep up. Most of the time youll have a maximum of 3. And with cards out there like Jaded Sphere that are widely used that cost a red too, you are really going to be running low on red furyoku. Really there are just better cards out there to spend your red furyoku on. Like Jaded Sphere, Imposing Grandeur, ectI just do not see it as worth the cost. Besides the red, yellow furyoku arent exactly easy to come by either. While they are easier to get than red, they are still worth more than Triumph of Will gives you.

Besides that this card is a franchised card with the trait of Mind. Now the only reason you are ever going to use this is because you are running a furyoku control deck. But lets face it there are no Shamans with the Mind trait that are furyoku manipulators. The only really big furyoku manipulators are Zeke and Trey. Neither of which are Shamans with Mind as a trait. Plus it is a rare. That means you will be having one hard time pulling it. And if you do then chances are you are not going to be happy that you got it.

Cons

It is a rare.

Has no real compatible Shamans.

It has very little versatility.

Terribly high cost.

Summary

In the end I can not really recommend you playing this. At best it is an average card. Maybe in future sets well get more support for Shamans with the mind trait that includes furyoku manipulation. If it werent franchised I might be able to recommend using it. Zeke decks could potentially get some use of it. But to tell you guys the honest truth, even if it were the Guardian symbol, I still would not use it. Just find something better and shoe box this card.

Ratings

Tournament-2.5

Casual-2.5

Sealed-3 (This effect could be more versatile here.)

Feedback Information

If you have any comments, question, or suggestions here are some ways of contacting me,
PM me on the forums at my user name-Darth Vailo
E-mail me at-darthvailo@yahoo.com
I ll do my best to get back to you asap. Thanks to you guys again for the kind words.

^_^v Peace, Love, and may you never find yourself on Tilt!

 

Knives101

Triumph of Will

Well the obvious way to use this thing would be to remove a red furioku. So
in the end you are paying one yellow furioku to charge a zone, and one red
furioku to stop your opponent from having any red furioku. Not too bad. No
red Furioku means no good cards for your opponent to play. Certian cards in
this game let you gain extra red furioku though. This can be either good or
bad for this card. It's bad if your opponent is using the card to get more
red furioku than you can kill off. It's good if you are using the card to
make Triumph of the will easier to play. This card does suffer the same flaw
as almost all resource lock cards do. You are paying a red energy to kill
off what your opponent got into play for free. This downside can often work
agianst you, since you wind up using your energy less effectivly than your
opponent.

Rating: 4
 

andys
island

3 CotDs in a row, great ain't it. I don't have a great intro today, but most likely, early next week I'll be submitting at least one CCG Strategies to the site. It might be more considered a small essay, but it should be very helpful. Look forward to it.

Triumph of Will is this today's review with the Trait Limitations. This means it can only be played in the deck having the Mind trait. Currently those shamans are Len, Lola, and Lyserg.

This advantage costs a yellow and a red in order to remove one furyoku from your opponent. Most likely you will be getting rid of a red furyoku, or a yellow if they don't have a red. You lose a red as well as your opponent then you factor in yellow from your card cost. This doesn't hurt your opponent very much since you will lose more furyoku than your opponent as well as paying for a strike card for your upcoming flip. I don't see why you would want play a card that would hurt you more than help.

Yes, I can understand the statement that you might say of "But if I remove my opponent's final red, then they can't pay for most of their strikes costing red, giving me a point." That may be true, but your furyoku pile will also be lowered and you might not be able to replenish from the scoring of a point (unless you have teamworks). You don't want to stock up all your zones with Teamworks just in hopes of drawing this card. It's much easier to just not play this. At this time, the cost is too heavy for the effect.

Casual: 2/5 (Why hurt your self?)
Tournament: 2/5 (Your opponent is out to win, don't help him/her with this)
Sealed: 1/5 (Here you want to save your red for powerful strikes)
 

 


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