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DBZ CCG Card of the Day

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Hercules Amazing Techniques
 

Kid Buu Saga - Promo

Reviewed 12.15.2003

Avg. Standard Rating: 3.28
Avg. TE: Rating: 3.24

 

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


Da Krillin
 Hercule's Amazing Techniques

Search your Sensei Deck for a card that performs an attack and play it
during this "Attacker Attacks" phase. Remove from the game after use.

Thank GOD it doesn't say "for any card" instead of "for a card that performs an attack" because if it said "for any card" people would be grabbing there Earth's Spirit Bombs and finishing the game without having to pull of the Energy Gathering/Help of Earth thing..

It's a pretty good card ^_^. Especially if you're not expecting your
opponents deck to be something it is. (did tha tmake since?).

Standard: 2.9
Tuff Enuff: 2.5
Elvish
Crack
Piper
 Hercules Amazing Techniques
Standard 2, 5 for black.
TE - 2 - Not Much to get

For all intents and purposes this might as well read ?Black Hercules Amazing Techniques? Running 3 of these with North Kai lets a black deck effectively run 5 copies of its great manipulation attacks. 5 Copies of Black Front Punch and 5 Copies of Black Pivot Kick is good stuff.

In TE there isn?t as much use for black or for drill and NC kill.

Other colors COULD run this, but none have the quality needed to make it worthwhile.

Being able to get attacks that were sensei?d out is hardly worth the slots used in adding them.
Surlio  Hercules Amazing Technique

This is the card that lets you pull a card from you sensei deck during the game right? This thing could be so useful. Ally decks could pull ESB insanely fast, which generally is not a very good thing for the opponent. The other only real use for this is if when you used your sensei deck, you lost a key card, but you have to play it right.

My memory of the card is a bit fuzzy, so I don't remember if the card had restrictions on it or not. Check out Matthew's Post for more information on it.

Standard: 3.2 of 5
Tuff Enuff: 3.2 of 5
Sealed: 0 (not going to get it here)

~Surllio~
KingBroly  Hercule's Amazing Techniques
#P5 - Kid Buu Saga Promotional Card
Search your Sensei Deck for a card that performs an attack and play it during this "Attacker Attacks" phase. Remove from the game after use.

Standard Play: 3.8/5
A very nice card. When I first looked at this card without thinking I said Earth's Spirit Bomb. Then I looked at this card & then at Earth's Spirit Bomb. ESB isn't an attack, making it more the broken. This card might be in those decks that don't want to use their Sensei Deck to put in their cards like Goku's Blinding Strike, which saves you cards. Making your deck possibly bigger. A good card all around, especially for DB decks.
Tuff Enuff: 4/5
Where you get a lot of attacks, one more wouldn't hurt. Especially if you don't put an attack in, which probably allows you to keep your attack like Red Shattering Leap, Straining Double Strike Move, etc. in your deck.
Matthew
Low
12/16/03 – Tuesday
Hercule’s Amazing Techniques – Kid Buu Saga Promo – P6 Combat

Heh, the “Wish” card for all you Magic people. This card has amazing potential seeing it has the ability to search out any attack in your Sensei Deck, and depending on how you built your deck; it can easily be something devastating. With a big variety of choices in your Sensei, you can make it a very powerful and versatile card.

It won’t do much for Senseis like Grand Kai, but for ones like Elder Kai and North things can get quite interesting. You can leave in stuff like a Black Front Punch, and now you’ve got an easy way to access a drill sweeper. A variety of options leaves with a billion things to look at and work with for many different situations. Not to mention Releasing Untapped Potential if you are really insane. That and being able to access cards you senseied out.

Now that’s the key. The major strength of this card is comboing with Piccolo Sensei. Choosing what you want out allows you to HAT for what you want if you have it. Making a variety of 5 choices senseied out allows you a lot of options of you HAT. Not to mention HAT is a combat card, and with that in mind, you can easily search out this and have a couple more attacks to your arsenal. This card has amazing combo potential and can easily hit your opponent with cards he’s not expecting.

This card is just amazing because of the many different things you can get with it. It doesn’t work in all decks, but it works in many seeing you don’t have to worry about senseing to gain the benefits of some of your SDO cards. There are a lot of combo decks that can easily abuse this. Just watch out for Sensei deck removal, and you should be fine.

By the way… everyone say happy birthday to my sister Melissa because it is her birthday ^_^.

Standard: 4.5 out of 5.0 (combos, combos) Tuff Enuff: 4.5 out of 5.0 (ditto)
Sealed: N/A
~matthewlow

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