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Pojo's Shaman King TCG Card of the Day

Comeuppance

Type - Strike
Card Number - REI_122

Card Ratings
Tournament- 3.75
Casual- 3.5
Sealed- 4.25

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

Date Reviewed - 06.29.05

 
 

andys
island

Today's card is "Comeuppance" a common strike card featuring Duncan. The trait limitation is Melee. The card cost has a balanced 2 green and 1 yellow furyoku. Finally the strike has 5 intercept and 5 force. Both Golden numbers, which makes it very playable.

The effect states that; "Whenever your opponent plays a non-strike, +1 force." Just like Monday's Card of the Day, this card also gains some additional force. Playing this with the teamwork "Duncan" can make a pretty powerful combination. Your opponent may limit on the number of non-strike cards he/she would use after you counter attacking. This card is great in sealed since it has solid stats of golden 5, with an effect to power it up even further.

Casual: 3.5/4
Tournament: 3.5/5
Sealed: 4/5
 

Blank Zero

Name: Comeuppance
Number: REI_122
Cost (G/Y/R): 2/1/0
Type: Strike
Stats: 5/5
Rarity: Common
Trait: Melee
Text: "Whenever your opponent plays a non-strike, +1 Force."
Flavor Text: "When speed and mercy are required, I dispatch Nergal. The rest of the time, I fight alone."

One thing that must be mentioned about Duncan is that he seems to, unlike the other shaman, rely on his own strength to defeat enemies, and use his spirit ally only when he really needs to. This brings us to our second card on Duncan Donut week, Comeuppance, which features Duncan in a power drive to the ground with his mace. Is the card as powerful as Duncan himself claims to be? Let's have a look:

This card rocks because:
-It has nice, solid stats.
-The cost isn't too horrendous.
-It's really easy to score on someone with a non-strike heavy deck.
-It's common.

A stat build of 5/5 means that Comeuppance is right on the level of playability, with the standard intercept and the standard force of 5. And for a cost of two greens and a yellow, you're getting Barren Justice + An effect, yet another example of how traited strikes are almost always better than traitless.

The true power of this card is that it either forces your opponent to play conservatively, or punishes them for not doing so. If they flip a non-strike, they have the option of either playing it and making your strike harder to block, or focusing/pitching it, to give you another zone's worth of advantage over them.

This card scores very reliably, I might add. In several games I've played, the opponent's mindset is "I can still block a 6," and they go ahead and play some advantage or teamwork. The problem for the opponent is when what they thought they could block is now an overwhelming 8 force, and they have very few options left to block with.

And on top of all of this, the card is a common. That means that (1) it's really easy to get for your deck when you're deckbuilding, and (2) if you are running a Melee shaman in a Sealed tournament, you're almost guaranteed to get one or two of these. It's a really nice card, and the fact that it's common only makes it better.

This card sucks because:
-It's traited to Melee shaman.

Because it's traited to Melee shaman, this card can only be run with Yoh, Len, Matti, and Duncan. So if you happen to adore Zeke, and wanted a nice offensive card to run, this ain't your friend.

Normally, i would have said that the chance of the effect not going off is a negative, but seeing as this card is already a 5/5 for 2/1/0, it's right on par with Barren Justice, which also sees a fair deal of play. None of the cost of this card can really be wasted, so I'm not gonna call that a con.

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

Put this sucker with Duncan, Crusader, and you'll completely obliterate anyone who likes to play their non-strikes on a regular basis. An extra 2 Force for every non-strike is just brutal, and the fear alone of having to deal with an immediate seven force can net you a point every now and then.

Joco makes this card a 3/0/0, which is even cheaper, although a converted cost of one less green is only slightly worth it. This card's already pretty cheap, so the cost shouldn't be your biggest concern.

Summary:

This card is insanely good in the right deck, and it can keep you on the offensive, while your opponent struggles to maintain a decent defense. The stats are right on par with the standard strike, and the ability of this card to force its way up into the higher levels of offensive strength make it worth every last furyoku. I've scored with this card many times, and I'm sure any other Melee deck can get the same use out of it. It's one of the cards I've started considering a Melee staple.

Rating:

Constructed: 4/5
Sealed: 4.5/5
 

 


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