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Pojo's Shaman King TCG Card of the Day

Rio - Dead Ender

Type - Yoh
Card Number - REI_021

Card Ratings
Limited: 4
Constructed: 3.85

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

Date Reviewed - 03.7.05

 
 


Scott Gerhardt

Rio

I kinda like this card. I don't think it's amazing, but it has a very solid effect. If you have a way of being able to generate a fair deal of Green, then you can turn this into a way of hurting your opponent. Remember - if the strike starts in the Yellow zone, you get a Yellow. Basically, you'll spend 2 green to gain at least a yellow more, maybe a red, and maybe a point. I don't think this is for every deck, but if you have it well scouted and play your deck into it, it can be a fairly brutal addition.

Rating: 4


Dan The
Timid

Rio - Dead Ender
Teamwork
Type: Yoh
1/0/0
Effect: 2 Green --> If you counteract from Rio's zone, your attack starts in your opponent's yellow zone.
Flavor:If defeat comes, Rio won't notice. He'll be too busy lookin' good.

Heh, so many great flavor texts on these cards. Of course this text is rarely true since it seems like every time he loses in the show he gets his hair cut up, although then again hair cut up or not its questionable whether or not Rio is EVER lookin good. Ok enough fluff, lets get into the meat of this card, the first in this weeks Teamwork themed week.

Pros:
- Extremely cheap to play at 1 green
- Makes any attack start in your opponents yellow.

Cons:
- Cost to use effect is kind of expensive at 2 green
- Can only be used by team yoh attribute shaman

Overview: Rio is the card for that player that ever looked at Hunter's Perch and said "Dang, I wish I could use this card ever turn". For those not familar Hunters Perch is an advantage for 2 green that starts your attack in your opponents yellow, so basically Rio is a Hunters Perch on a stick. Of course he's not an advantage so he won't charge the zone for you but you can't win em all. Besides, to use a dumb ryme, as long as you got the green, Rio will make your attacks mean.

Deeper Analysis: But in that ryme we see the catch, you've gotta be able to pay to use his effect, this isn't a turbine or amidamaru that goes off every time you attack in his zone, for each individual use of Rio your gonna need to pay another 2 green. Green is the most plentiful color of furyoku, but after just using an attack and any other teamworks/advantages you paid for on any given turn your not always gonna have 2 extra green lying around. I should be noted that by skipping your opponents green you've denyed them the chance to focus there so the 2 green cost isn't quite as hefty as it sounds as far as the advantage your giving your opponent, but if you don't have 2 green left that means you gotta over pay and then the advantage becomes more significant. This pay in card effect does have benifit though, because of it Rio himself is very cheap to play which means if he gets blown up before you could use him you didn't lost much, or if he comes up in a zone with a teamwork already there, you can effectively tactical green him. Being cheap to play defiantly gives Rio some versatility that the free effects but expensive to play teamworks don't have and expensive or not that effect is very potent, 1 less green for them, almost guarenteed green and yellow back for you, AND your opponent only have 2 zones to return your strike in. I wouldn't neccesarily run it in 4s cause of the cost, but Rio could easily find his way into any deck with the Yoh team symbol and regardless of the theme work well.

Combos/Uses: Go through your deck, if your running a team yoh attribute and you don't have a TON of green costing cards, I'm thinkin Rio could find a place in your deck. Obviously if your running 4 hunters perch and or 4 crackbacks and or 4 blinding forrays you might want to stay away or significantly limit the number of Rios since with those cards his effect becomes redudant but in those decks remember you don't have to use him every turn (infact I wouldn't recommend you do unless you've got some crazy green gaining combo). One particularly decent combo is to have a Jun Big Sister in row 1 and Rio in row 2, Rios effect will keep your green at 0 or 1, which will let you use Jun's effect to pitch a card to gain 2 green every turn for Rio to use.

Final Stat Breakdown:
Constructed: 4/5
Sealed: 4/5
 


 
Darth Vailo

Card Name| Rio-Dead Ender| Card Type| Teamwork| Card Trait| Yoh|

Card Cost| Green-1| Card Rarity| Uncommon|

Art Number| SK_0016| Set ID Number| REI_021|

Card Effect| Two Green >>> If you counterattack from Rio's zone, your attack starts in your opponent's yellow zone.

Flavor Text| If defeat comes, Rio won't notice. He'll be too busy lookin' good.

Foreword

Hello all and welcome to our new week of reviews. I hope everyone had a good weekend. As we speak it is 1:35 am and Im suffering from insomnia. >.< First and foremost before we go any further I would like to fix a mistake I made in Fridays review of Imposing Grandeur. Sadly I was using a bad spoiler and I posted some incorrect info regarding the Shamans compatible with the card. I do sincerely apologize and I have fixed the error in the spoiler. I also thank those who brought it to my attention.

This week we take a look at some very powerful and versatile cards from Reincarnation. These are cards that are very potent and have become very important to their respective decks. And today we start off with Rio Dead Ender. What makes this so powerful? Read on

Card Advantages

Rio Dead Ender is one of the few cards I can review and say is extremely powerful and without many downsides. The biggest asset to this card is the amazingly powerful effect that I mentioned before. By paying two green furyoku your strike starts in the opponents yellow zone. This is by far an amazing effect. Being that you are skipping the opponents green zone altogether and going straight for their yellow zone means a few things. For one they are losing an opportunity at stopping an incoming strike. And second they are losing a chance at focusing in the green zone so therefore they in a sense lose a furyoku. (Depending on whether they could or could not have intercepted or not.) This will be the case a lot of times since you will only use this effect when you know you have a good chance at scoring a point. (With a 6+ force or so.) This effect is very versatile and has some great power. We all know that Hunters Perch is more or less a staple in decks using the Body trait. And with Rio Dead Ender you are getting the same effect.

Besides the effect there are a few other really good things about Rio Dead Ender. First is the fact that he only costs one green furyoku to play. This is good since if it would have cost anymore its usefulness would have went down drastically. But it is a bargain and will almost never be useless. And for all this youd think that Rio Dead Ender would be a rare, right? Wrong. Rio Dead Ender is an uncommon! I would say this was bad in many cases, but with such a strong card this is very good. You should pull him pretty easily compared to more popular Teamworks like Faust for instance. Then you of course get the re-flip. This means you can reap the benefits of this guy almost immediately. All around he just is plain good.

Pros

Has an amazing effect.

Is a very cheap card.

Is only uncommon.

Card Disadvantages

The only real downside to Rio is the fact that he can get a tad bit pricey. Being that you have to pay two green furyoku to use his ability can be tough. Especially if you want to use it the turn you cast him. You may find that you will need to wait until the next round to use him due to his costs. This can make him slow compared to some.

Besides that is the fact that he is franchised to team Yoh. This does take away from his versatility somewhat. But when used in a deck he is compatible with he shines.

Cons

Is a franchised card.

Can be slow and costly.

Summary

In the end I like Rio Dead Ender a lot. I do not want to say the word staple, but I must say that he is very strong. The fact that you are starting in the yellow zone is very tough and becomes very tough when used with cards with 6+ force. I cannot see any reasons not to use Rio Dead Ender in your deck if you are running a Yoh traited Shaman. This card will become you new best friend. I would suggest running two. Anymore comes down to personal preference.

Ratings

Tournament-4

Casual-4

Sealed-4.5 (This card is unreal 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!

 

andys
island

Back to the normal Card of the Day week set up. If you care to contact me, you can do it by instant messaging me in AIM at: andysislands. Let's start it off with Rio, who is better known as Ryu in the Original, always looking for his "Best Place."

This uncommon card is limited with the Yoh trait so can currently only be played with the shamans of Yoh, Len, Trey, and Jun.

This card has a very cheap price of 1 green. Since the price is so cheap, even if you don't want to use it's effect it really won't hurt you. So if you are missing one card from your deck, and just need a filler, this would be good. If you are building a combo deck(for what ever combo it may be), and also want some filler cards use this to take up 4 card spaces. Also since this is a teamwork, if your combo requires another teamwork card, it can replaced your Rio already in play.

It's effect is only useful at one time; if your opponent is in the green zone. If he/she is the the yellow this is pointless and if in the red, why give him/her another chance at getting something good? Having your opponent in the yellow is better than them in the green, but you are still a turn or two from the red. Is paying two greens worth your opponent in the yellow? I say yes, because most decks tend to have alot of extra green furyoku hanging around. Also it's an optional effect, so only use it if you need to.

You can only use this card if you are counterattacking from the zone which Rio is in. So it's great for the turn you draw it (if your opponent is in the green), but the chances of a future turn of using this card is slim. It's great for an opening move, and probably does the most damage here, in the long run of the game.

So it's a good card because of cheap price (one green, then optional effect), but if you factor in the chance of using it's effect, it just breaks down into a common card.

Casual: 3/5
Tournament: 3/5
Sealed: 3/5 (You should have enough good cards in sealed not to use this, but if you do pick this it won't hurt you)
 

 


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