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Pojo's Shaman King TCG Card of the Day

Amidamaru,
Legendary Samurai

Type - Teamwork
Card Number - REI-001

Card Ratings
Tournament- 3.5
Sealed- 3.0

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

Date Reviewed - 05.27.05

 
 

Blank Zero

Name: Amidamaru, Legendary Samurai
Number: REI_001
Cost (G/Y/R): 1/0/0
Type: Teamwork
Rarity: Spectergram
Trait: None (only Yoh can use it, though)
Text: "You may play Amidamaru only if you are Yoh. If you counterattack from Amidamaru's zone, charge it."
Flavor Text: "We are one." -Amidamaru

Well, it's the last card of my first week. I'll be out of town next week, so there won't be any reviews from me... but because of this, I decided to wind this week up with a bang. A shiny bang. A very shiny bang. One that actually relates directly to Yoh. Let's have a look at Amidamaru, Yoh's spectergram card.

This card rocks because:
-It's dirt cheap.
-It gives you a less risky option for charging the lower zones.
-It fills a slot for celebrations.
-It's free to use the effect.

Well, first off, this card costs only one green more than nothing to play. So, it essentially costs nothing, by some strange, twisted sort of reasoning. It's effectively a Tactical: green if you flip it in a zone where there's no teamwork. And the effect can't hurt you, so there's rarely a reason you wouldn't play it in an empty zone.

Second off, it gives you another method by which to charge your zones. This is especially useful in Overdrive-type decks (can anyone say "Double Medium abuse"?), because it lets you get your zone charged very reliably. Because of the natue of Melee strikes, which allow for a generally quick, cheap response to your opponent's attacks, this method of charging can be more effective than using advantages in a Yoh deck. And if you get it out in your red zone, you can charge your red with very little risk, as you'll increase your chances of charging the zone from a bit less than 33% to about 83%, assuming your deck follows the 10/20/30 build.

Of course, it's always there for celebrations, too, so if you manage to score against your opponent, you can celebrate in his zone. Of course, that goes for most teamworks. That, of course, makes him even better in red.

Then, his effect is free. No heavy repeated costs like for Rio, Dead Ender. Just the quick, easy, one-time deposit of a green furyoku, and he'll be there to charge your zone as often as you like.

This card sucks because:
-If the zone's already charged, it's useless.
-Only Yoh can use it.

In cold, hard truth, this card can be a bit of a bog-down in your zone if it's already charged. If you find your deck charging the remaining zones too slowly, this card's just taking up space that something more useful, like Joco or Faust, could fill.

And, of course, it's for Yoh only, so if you get it in a Sealed tourney, it's useless unless you pull a decent Yoh chamber card. If you get the Double Medium moveset, I see absolutely no reason not to run this.

DANGER! Kids, don't try these combos at home:

Well, it's pretty much a standalone card. It works very well, as I've pointed out, with the Double Medium sugnature moveset, because it can greatly assist you in pulling off the heavily irritating signature move, over and over again. other than that... don't have much.

Summary:

This card's effect is a nice complement to any Yoh deck that likes to quickcharge. It's extremely cheap to play, so the situations it can be really bad in are few and far between. It's a solid card, and I'd suggest running it in any deck that runs Double Medium Yoh, or any other signature moveset that you'd use repeatedly. It's not really much of a "wow" card, but it has its merit.

Rating:

Constructed: 3.5/5
Sealed: 3/5

 


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