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Pojo's Shaman King TCG Card of the Day

Director's Cut

Type - None
Card Number - REI_118

Card Ratings
Tournament- 4
Casual- 4.25
Sealed- 4.35

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

Date Reviewed - 04.13.05

 
 


Dan The
Timid

Director's Cut
Strike
Type: None
Cost: 2/1/0
Stats: 5/5
Effect: When you counterattack with Director's Cut, you may move a teamwork you control to one of your empty zones.
Flavor: "Don't let's spoil everything, we've only just met."

Just so you know thats not a typo on my part, check out Director's Cut for youself, the flavor text seems to contain a "let's" that doesn't belong, that or maybe it was meant to sa "Lets not" and no "Don't"? Well bizarre flavor text aside we continue useful non-rare strike week with a strike I don't see in decks online very often but has become very popular in my area so it must have something going for it. That or my area is just foolish, then again I happen to run 4 of these in my Tao Family Jun deck so I'm not one to judge. Am I really the foolish one or does Director's Cut make the cut, lets take a closer look:

Pros:
- Solid Stats
- Cost Effecient
- Potentially useful effect
- Any shaman can use

Cons:
- Effect won't always be very, if at all, helpful
- Stats, although solid, won't score for you very often
- 3 furyoku payment cost

Overview: This card is pretty standard, I'd say 5 is the average force dished out in this game and thus conversely 5 intercept will block the average force dished out in this game. As for the cost lets look at fellow typless 5/5 Baren Justice. It has no effect and costs 2/1/0. This has an effect for the same stats and costs 2/1/0. Well I'll be, director's cut obseletes Baren Justice! Ok so I'm sure most of you probably have noticed that for a long time, back when I first realized it I was rather annoyed, I hate obseletion in cards, but I've since come to grips with it, the fact of the matter is 2/1/0 5/5 is a standard which baren justice sets. Everything else has to play off that standard. In DC's case they apparently felt that its teamwork moving effect was worth about half a green more so they rounded down and voila, same cost, same stats, but an effect.

Deeper Analysis: Ok so its stats corespond to the cost and the effect wont' ever hurt you, its effect says "may" so you can always choose whether or not you want to move a teamwork if you have any when you play it. The catch is that most types have equally decent typed costs with useful effects, so whether or not directors cut belongs in your deck depends entirely on whether or not you think your actually going to make good use of the effect (and if a 5/5 basic offense attack fits with the rest of your decks theme). What uses does this effect have? Well aside from placing teamworks where you want them you can also simply move them down so they don't get bunched up in your first zones or to help you get potentially better celebrations. Perhaps the biggest reason to use the effect is in its combos.

Combos/Uses: Heres the scenario, in your green zone is a Tao En, your in yellow zone facing a 5 force, you flip Directors Cut, its your lucky day, you counter attack with directos cut, 5/5, nice but wait theres more, now that youv'e counter attacked you you get to move a teamwork to an empty zone, theres nothing in your yellow zone so you move Tao En over here. Now its your opponents chance to counter.... except he looks over to find rather then that simple 5 he thought he was facing a 7 is staring him down instead. Tao gives his effect to the strikes in his zone and now DC is in his zone, sure its only 3 intercept but that doesn't matter because you've already counter attacked prior to using the effect. Its similar to if you Cherubs Blessing'd when your opponent had ward offs out that helped him block something, the attack is still blocked so the fact its intercept is non insufficient is irrelevant. This combo can also be used with Spirit of Fire or in the future with any other teamwork with a continously active decrease in intercept meant to balance a continously active powerful effect. If you want to be less impressive you can always move over a Duncan and turn DC almost completely into a Come Uppance. Of course the ability to use this effect is reliant on you having a teamwork to move over and that their isn't already a teamwork in that zone so its not a perfect combo but its still can be quite nice.

Final Stat Breakdown:
Constructed: 3.5/5 (not every deck needs them but decks running Tao end or Spirit of fire in particular should really consider them)
Sealed: 4/5 (like Epicenter yesterday this is just a solid draw for sealed, especially since your more likely to actually get tao en as well)
 


 
Darth Vailo

Foreword

Hey all and welcome to Wednesdays review. We are at the half way point in Dans Card of the Day week, and we are reviewing a very, very, very good card. Read on

Card Advantages

Today we review Directors Cut, one of the best strikes in the game so far. I do not put IMO because it is actually a factual statement. Everyone seems to love Directors Cut. Why? Because it is advantageous. And who doesnt like advantageous cards. Okay heres the deal the effect states that you can move any teamwork you control into an empty zone. This is just plain abuse when paired with cards like Silva and Lililala who are great in specific zones. (IE-Silva in the green/red and Lililala in the red.) This is actually the reason I like this card so much. It helps abuse my two favorite cards in the set. >.< (*Slaps self for playing favorites again*) This really works good with all sorts of teamworks though spanning the entire trait continuum. Cards like Tao En, Spirit of Fire, Turbine, ect getting in your way in their current zone? Then use this card and reposition them. That is another thing that makes this effect meaningful, in this game cards like the ones I mentioned before can be a nascence just as well as a blessing. There have been times where I myself have cursed at Spirit of Fire Immortal Legacy because he reduced my intercept at a key point in the match up. But this card balances that imperfection out quite nicely. Seriously this may seem like a trivial effect to the untrained player, but once you get hit with this you will see why it is so good. I have been severely hurt by this card as well as abused it something terrible.

I eluded to this next point before, but I suppose I should mention it to you if you have yet to notice it, Directors Cut is enfranchised. Yep, score two for this little doo dad. (*slaps self for using extremely dorky phrase*) Being able to splash this card into any deck is just beautiful. This has got to be the greatest aspect of the card. It is so versatile. So versatile in fact I have seen most decks running it. (Those that are not are usually not running a big teamwork base in their decks)

Besides that we have some great stats. Five force and five intercept is lethal in any game. As I stated in my last review it can score 50% of the time. That is pretty darn good if you ask me. I would not like this card if it were say 4 and 5 or 5 and 4. But 5 and 5 make it extremely good. It has enough overall power to squeak past most forces and has enough force of its own to give the opponent some rough times.

Rounding out the pros of this great card is its great cost. Two green and one yellow furyoku for all of this=abuse. I have tried telling people this so much. Green furyoku is nothing. It is the most miniscule aspect in the furyoku world. You are virtually guaranteed to replenish 1 a turn. (Barring card effects) So basically that cuts the cost in half. The yellow is sometimes a pain but it is certainly nothing to cry over either.

 

Pros

Great stats.

Great effect.

Not franchised.

Cheap cost.

Card Disadvantages

The only thing that ruffles my feathers with this card is that it is so darned hard to get! Really this is tough to come by. While only an uncommon it is highly valued by most players. So getting it can be tough.

Cons

Hard to acquire.

Summary

Run it. No matter the deck Id say you can benefit from this card. Unless that is you are not running any teamworks, but then, who doesnt run teamworks anyway? Exactly. Maybe Im being to nice? I dunnoI just like it.

Ratings

Tournament-4.5

Casual-4.5

Sealed-5

Overal-4.5

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

Directors Cut

This is another one of those cards I just don't understand with the name choice. Director's Cut is today's card. I don't understand what the name has to do with the card picture. Maybe I'll figure it out someday, but that's not what's important about the card. The stats and effect is what really counts, not the poorly worded favor text. But let's move past that, and look at his cost.

This card costs two greens and a yellow furyoku. A well-balanced mix for a card cost. It's also uncommon and has no trait limitations, the trend for the week.

His force and intercept is both 5. Another high stats with low cost. Most of your strikes should be giving off at least a 4 force. You should always aim for the 5 though.

His effect is also very useful. When you counterattack you can move a teamwork you have in play into another one of your teamwork zones. This effect is completely optional. If you move a teamwork card into the zone you are playing Director's Cut from, you will not get any effects from the teamwork directed onto Director's Cut. There won't be any increase or decrease for Director's Cut until your opponent's turn. The reasoning behind this is because your action of counterattacking is the last action you will do during your turn. The movement of the teamwork would happen after you attack but before your opponent's turn. So this card is great for setting up your field for your next turn.

This card is great for 2 decks in general (but can be played almost anywhere). A deck that requires a few teamworks in certain zones or a cheap deck. In the cheap deck you might need to move your few strong teamworks around. Cheaper decks, in terms of price of cards not your strategy, will be more used in Casual or Sealed. But this card also has it's uses as just a raw "beat-stick" in Tournament scenes. It's a well-balanced card, so I gave it a good rating. Very playable, for many decks, but of course it doesn't need to go into every deck.

Causal: 4/5
Tournament: 4/5
Sealed: 4/5
 

 


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