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Pojo's Shaman King TCG Card of the Day

Relax

Type - Soul
Card Number - REI_042

Card Ratings
Limited: 2.85
Constructed: 2.2

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

Date Reviewed - 03.01.05

 
 


Dan The
Timid

Relax
Advantage
Type: Soul
Cost: 3/0/0
Effect: Immediate. Add two yellow furyoku. You do not charge from playing Relax.
Flavor: "I'm going to beat you down . . . right after I wake up from my nap."

Heh, call me easily amused but I just love some of the flavor text on these cards. Anyway we start off week two (albeit a little late) with Relax, the first in this "Advantage" themed week. This card catches the flavor of the show brillantly, if theres one thing Yoh was a master of it was relaxing, and some how it seemed to help bring him to victory. Does the card relax bring its card players victory, lets take a closer look.

Pros:
- Gain a pair of yellow

Cons:
- Only Soul can run it
- 3 Green is pretty hefty price
- No zone charge

Overview: This card belongs to the class of foryoku promoters found in Reincarnation. Like many cards there are expensive typless versions like 10 more sit ups and then typed slightly more expensive still but for better rewards cards like Relax. Your effectively converting 3 of your green into 2 yellow. Like all advantages you'll stay in the zone your in but unlike most advantages (and like all other foryoku converters) you forfeit advantages inherint zone charging ability.

Deeper Analysis: Honestly the only deck type I would ever suggest running Relax in is one in which you have alot of yellow costs. In a deck running say burning onslaughts this card is pretty horrible cause your decreasing your overal amount of foryoku by 1. That is to say your giving up 3 foryoku to gain 2, just in a better color, however if you end up having ot over pay later you've actually just straight up weakened your overal foryoku count with out gaining anything. To really make the trade worth while you need to have alot of cards that need yellow rather then green and if your deck isn't already like that I doubt its going to really be worh it to convert it just to run this card. We also can't forget that high cost of 3 green, if you have 2 green or less this card is even less useful. Well to be fair, at 2 green as long as you have atleast 1 yellow to over pay with it basically just becomes a 10 more sit ups. All in all I just can't help but wish it didn't have that "don't charge the zone" extra effect. I guess it would have been a staple everyone would have been running in 4s other wise though so I won't complain to much but it still hurts this card.

Uses/Combos: As I've said a couple times now it works great with high yellow cost cards. Shattering Palm, Epicenter, Surgeons Implements, Bone Army, Crack Back, and cornbroom beatdown all come to mind off the top of my head. Theres probably a bunch in ranged too but its the type I'm least familar with for the time being so please pardon the abscense of there cards. And really there are many more cards for the other types too but you get the idea, if your looking through your deck and noticing you've got alot of yellow costs, give this card a try, if not I'd stay away.

Final Ratings Breakdown:
Constructed: 2/5 (average yellow cost deck)
Constructed: 5/5 (high yellow cost deck)
Sealed: 2/5 (you have no control over your foryoku costs here)

Knives101

Relax

Hmm. Pay three green to gain two yellow? This card could be useful if you are having trouble gaining anything other than green Furioku, or if you want an abundance of Yellow Furioku. This card may work in a deck that spends Yellow Furioku more often than Green Furioku. Sadly this thing doesn't even let you charge a zone. That's a Major downside. So Relax pretty much allows you to make an even trade in furioku colors. There's no upside to running this thing. Maybe if it let you do something extra like charge a zone, or gain three yellow furioku it'd be good. Most good cards will do a lot more for you than you pay in energy. Relax doesn't do this. Anyway as you can all see I'm struggling to type even a paragraph about this card. In short it's a bad card. Not really good for much IMO.

Rating: 3

andys
island

Relax. Before I start the review. Let me shine some light on the word "relax." Even though used with Yoh for this card, it also has background with Hao (aka: Zeke). In the manga there is a chapter named "relax" (in English which makes it standout) which shows how Hao got his partners. At the rate Viz and Shonen Jump is releasing Shaman King chapters, you won't be seeing this chapter for a few years. Now onto the review.

Trait restrictions of soul limit this card to be currently only be played in Yoh, Jeanne, Trey, and Zeke.

First, as a change of pace, let's look at the Immediate effect. Adding 2 yellow is always great. But in order to use it, it costs 3 green furyoku. This is a 1 and a half (1 1/2) green to yellow crossover. Two of the greens will head directly to the yellow pile, so overall it only costs a green (as a transaction fee if you want to call it). Now, if it cost 2 greens then this card would almost be free.

Charging is always good, it never hurts. But you can't charge with this card. The shamans listed above have strong signature moves, so charging must be left to other advantages. Personally, I prefer to use every advantage to charge, if it isn't then it almost feels like a waste of a turn.

The yellows you gain can be set up to combo with the teamwork "Faust VIII" if you are Yoh or Trey. This card is also similar to "Feral Instinct", which is the same in the overall cost of 1 green, but you can get 2 red furyoku.

Casual: 3/5 ( It's playable, but I think you might find it not all that helpful)
Tournament: 3/5 ( same as Casual)
Sealed: 3/5 ( I wouldn't pick it, because the lack of charging)


 Darth Vailo

Relax

Set ID-REI_042| Rarity-Uncommon| Art Number- SK_0156

Effect-Immediate. Add two yellow furyoku. You do not charge from playing Relax.

Cost-3 Green| Card Type-Advantage| Card Trait-Soul

Flavor Text-"I'm going to beat you down . . . right after I wake up from my nap."

Foreword

Well I hope that everyone had a good weekend! Mine was less than stellar since I came down with the flu Friday. L Very bad for me, but luckily that gives me more time to write up reviews for the week. There will be card of the day reviews posted Wednesday, Thursday, and Friday this week. A bit different, but good all the same.

We will be bringing you some very good Advantage cards this week. And we start it off with a card that has found its way into many a persons deck. It has an average cost, but the effect transcends average. The card Im talking about is Relax. Read on

Card Advantages

Okay as we always do we are going to start off with the effect of Relax. Basically its an Immediate Advantage that allows you to add two yellow furyoku. Now just for those of you that do not know how Immediate Advantages are different than your basic run of the mill Advantage cards Ill explain. Immediate Advantages are cards that once played are NOT placed in your Advantage Area and are discarded after their effect(s) are resolved. Pretty straightforward and easy to understand. So lets see, basically we are getting two yellow furyoku in trade for three green. This is definitely an even trade off in my opinion. Yes you are paying one more green than you are gaining yellow, but green furyoku are a dime a dozen. Youre basically guaranteed to replenish one green furyoku a turn. Then there is the fact that focusing gets you another plus one so it isnt a big deal. The fact is that yellow furyoku is generally tougher to replenish than green. Since yellow furyoku has a tendency to get used faster than the other two zones due to Reincarnation having so many yellow costing cards, this card can be a god send. So being able to acquire two yellow furyoku is a pretty big deal. There really isnt much else to talk about here. The effect is what carries this card and there just isnt much that you can say about it besides that it is great.

Where I really see this card shine is in the Zeke deck. Zeke decks are defensive by nature and will take the first point freely. If they flip this guy over in the green zone turn one after you got to go first, then their happy. Because they have already gotten a plus one advantage in the green zone from having to defend against the opening attack. This means that after taking the first point theyll have 3 green, 5 yellow, and 3 red furyoku after focusing and all. (NOTE-they will almost always give you the opening attack after they take the hit.) Really be careful if they happen to drop a Manifestation of Power or two also. Ouch

Pros

Very cost efficient.

Allows you to replenish yellow furyoku.

Card Disadvantages

Besides all the good points of Relax, there are some major downsides to it as well. The main one being that you do not get a charge out of activating it. This can be pretty annoying in games where youre in that one zone, perhaps the red, that needs that elusive charge s that next turn you can unleash your Shamans signature move. This has happened

To me in several games with my Zeke deck where charging is so vital. It can be a pain, but you still get the re-flip at leastAnyway, the other thing that eats at me is that Relax is franchised as I like to say. Meaning it is not compatible with all Shamans seeing as it is a Guardian card. While this isnt necessarily a bad thing, it does take away from its versatility. Besides that it is an uncommon so you may or may not be able to pull it that easily. Uncommons, much unlike most TCGs, are tougher to pull in Shaman King. They in fact can become as tough to get as your average rare can be. But maybe Im being nit picky since this card is so good?

Cons

You do not get to charge after the activation.

Relax is an Uncommon making it harder to pull.

It is franchised to Shamans boasting the Guardian trait.

Summary

All in all I think that Relax is a winner. It has some major versatility being a three green cost Advantage. You can overpay for it if need be in any other zone and green furyoku is easily replenished. It makes for a great opener in any Zeke deck, and I actually see it as a staple in here. Though it is at its best in a Zeke deck, I can see Relax fitting into ANY deck that has a Shaman with the Guardian trait. To make a long review short I say use three in any deck using Guardian is a safe bet. If youre running a defensive deck like Zeke you can probably get by with four.

Ratings

Tournament-4

Casual-4

Sealed-3.5

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!

 


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