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Pojo's DBZ Card of the Day

Red Jump Kick
Showdown

 

Card Ratings
Average Score: 4
 

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


Date Reviewed - 01.18.06

 

Mr. Buu

 

 

Red Jump Kick
Card Number: 112
Card Type: Combat - Physical
Rarity: Rare
Expansion: Showdown
Card Text:
3 (Physical for 8): If your opponent has 6 or more stages, this attack gains "Unstoppable."

This card has some serious potential.  It’s an 8 for 3 (good) Red (good) Physical (good) that can be unstoppable (fair) if your opponent has 6 or more stages (bleh).  I never have liked for a card to rely on an opponent in a competitive setting.  Fun purposes is fine, but for the most part, they don’t do very well.  That is a minor drawback to this card however.  8 for 3 is cheap in this game, considering that just last set Black had an 8 for 5 and a 7 for 5.  So yeah, 8 for 3 isn’t too bad comparatively.  With Vegeta it becomes a 9 for 3.  But, if you want some fun, use this card as your discard for yesterday’s card.  You net 5 stages and your opponent weeps uncontrollably.  But, for all extensive purposes, this attack can even be unstoppable.  And if your opponent has 6 or more stages, you’re going to probably want it to be unstoppable.  At least that way, you have a better shot at dealing damage.  Though I wish it would also have “Unpreventable”.  But, we don’t always get what we want.  Anywho, if you run a Red deck, you should seriously consider using this.  At the least it’s an 8 for 3 physical.  What’s bad about that?

 
AJC468 Red Jump Kick

Card Number: 112
Card Type: Combat - Physical
Rarity: Rare
Expansion: Showdown
Card Text:
3: If your opponent has 6 or more stages, this attack gains "Unstoppable."

Red Jump Kick is one of the few Red styled cards that is actually useful as an attack in addition to being a solid refocus. Whether it's the 1-4 (1 stage cost per 4 damage) ratio as a defense or the chance of being unstoppable as an attack, Red Jump Kick is cleary a solid and versatile attack that belongs in most every Red styled deck for the time being. It's no Red Double Kick by any means, but sometimes the lesser stage cost could win you the game.

The Final Verdict:

My only real complaint against Red Jump Kick is that it seems less likely to see play after more sets are released. But for now, it's pretty much Red's best stage-damage ratio during a Red Beatdown turn, so if nothing else it is worth running for that ability alone. Refocusing 8 damage for 2 stages is quite good as well.
 
GDK Red Jump Kick

Red has a good card here. Red Jump Kick can either be an unstoppable attack that does 8 damage for 3 stages, or it can refocus 8 damage for two stages with the mastery. It's quite the utility card for Red. The only downside to the card is that your opponent has to have 6 or more stages for it to be unstoppable. This is one of the most cost efficient attack red has right now, and it's one that shouldn't be passed up.

4/5
 

 


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