Pojo's Shaman King news, tips, strategies and more!

Shaman King Home
Message Board
Pojo's Books

Anime
Character Bios

Episode Guide

Card Game
Card of the Day
CCG Strategies
Tourney Reports
Top 10 Lists

Frequently Asked Questions
Errata

Spoilers
Reincarnation

Deck Builder Friendly Spoiler

Chamber Cards Reincarnation

What is a Shaman?

Contact Us

Magic
Yu-Gi-Oh!
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman

This Space
For Rent

Pojo's Shaman King TCG Card of the Day

Imposing Grandeur

Type - Soul
Card Number - REI_055

Card Ratings
Limited: 4.25
Constructed: 4.15

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

Date Reviewed - 03.04.05

 
 


Dan The
Timid

Imposing Grandeur
Advantage
Type: Soul
Cost: 1/0/1
Effect: Immediate. Your opponent chooses and uncharges one of his charged zones. Instead of charging this zone, charge any zone instead.

Hey again, we close our are second week and first all advantage week of reviews in Grand fasion with Imposing Grandeur. Right now this particular advanage happens to be one of the two most desired Soul advantages in my area (the other being Invulnerability of the leaf but thats a review for another time). Why are so many people clamoring for this card, lets take a look.

Pros:
- If you opponent has any zones charged he must uncharge one of them
- You not only charge a zone but get to choose which zone

Cons:
- Only Soul can use it
- Relatively expensive at a green and a red

Overview: This card is our first advantage to belong to the "brother" class, a group of cards I first discussed in my Bone Army review. While Bone Army was a little brother Imposing is a big brother to Day of Atonement, with the same charge any zone effect for a red, but also throwing in opponent anti-charging for a green more. As has been common place in my experience this is another situation where the big brother is the more desirable card. Your getting the already potent ability to charge any zone, typically allowing you to charge that hard to reach red zone but with the versatility to charge anywhere should your red zone already be charged, but now for a negligible extra fee you get to undue one of your opponents charges, whats not to like?

Deeper Analysis: Well there are a few things not to like, a green and a red is still pretty expensive, in a deck with lots of red costing strikes burning a red just for some zone charging just might be too harsh. Whats more not only do you not get the secondary effect if your opponent has no zones charged, but he gets to decide which to uncharge so the majority of the time your just going to fizzle his green zone which is by far the easiest and most commonly charged zone so while that extra green may seem a negligble extra cost, often you'll get a negligble return. And don't forget, if you use this card just after your opponent fully charged you can expect alot of nasty words to come your way and who wants that? Ok, so most people do want that cause it means they did something that screwed their opponent over but I bring up these negative points primarly to show that is card isn't perfect, not every soul deck should neccesarily be running 4 of them, however the fact of the matter still remains that whether its your focus to get to them or not every shaman has sig moves so any card that helps you get to your signature moves faster can help that deck out. The ability to charge that annoying red zone pretty much at will makes this a hard card to leave out of any soul deck right now.

Uses/Combos: You wanna be signature moving practically every turn in a Zeke deck? Run 4 of these, 4 days of atonement, 4 necrawakeing, 4 ancestral apparitions, and then maybe throw in some rain of bones/bone armies and various other advantages. Just make sure you have some ways to get back red cause your going to be burning through it like crazy. Honestly this card works in pretty much any deck that isn't already red cost intensive.

Final Stat Breakdown:
Constructed: 4/5
Sealed: 4/5
 


 Darth Vailo

Imposing Grandeur

Set ID Number| REI_055| Artwork Number| SK_0204| Card Type| Advantage|

Effect| Immediate. Your opponent chooses and uncharges one of his charged zones. <p> Instead of charging this zone, charge any zone instead.

Cost| 1-Green 1-Red| Card Trait| Soul| Card Rarity| Rare|

Foreword
Well as we call it a wrap on this weeks set of reviews we end with another goody. This is a card which many decks have been using and it has a lot of versatility. Not only versatile but it is also cheap. What is it? Read on

Card Advantages
Imposing Grandeur has two separate effects. The first is your opponent chooses and uncharges one of his or her own zones. This is pretty good even though they get the freedom of choice since you are getting to uncharge a zone. This is an advantage either way you cut it since you are setting the opponent back a step. The earlier you can cast this the better because it gives the opponent less options to choose from. Later into the game it isnt as potent since they can easily uncharge their green zone, but I dont think that is a real set back since, again, you are still getting an advantage.

The secondary effect is really what youll be wanting to use this card for. Unlike cards like Bone Army and Necrawakening, Imposing Grandeur allows you to charge ANY zone instead of the one that you are in. This is exceptionally good since you can easily hit that elusive red zone without actually being in it. Really what you are getting with this card is a *huge* advantage over your opponent. If youre finding yourself having trouble getting all of your zones charged this is definitely the card for you.

Pros
Two very good effects make this card very versatile.

Card Disadvantages
Imposing Grandeur has some downsides. First and foremost is the cost. The cost includes one red furyoku besides that green. As Im sure you have noticed in my previous card of the day reviews I do not like having to use my red furyoku. The less you have to use the better you will be.

Next up would be fact that it is franchised. I know I sound like a broken record here, but franchised cards really are less versatile. Being that it can only be used with, Jeanne, Jun, and Zeke. These are some good Shaman of course, but since it is restricted to these three and these three only, it is just not as versatile as some other cards.

Besides all this it is a rare. Meaning it will be very tough to pull. Most of the time you will only get one of any rare in 30 packs. Making it hard to get multiples of this card.

Cons
Imposing Grandeur is a franchised card making it less versatile.

Costs a red furyoku.

Is a rare.

Summary
All in all I cannot not recommend Imposing Grandeur even though it does have some flaws. I wouldnt use more than 2 though. Running to much of a bad thing IS a bad thing. But I would say that if you can use it, and you pull it, use it. There really isnt a big reason not to.

Ratings
Tournament-3.5

Casual-3.5

Sealed-4

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! Have an amazing weekend everyone!

 

Knives101

Imposing Grandeur

Oh. Nice card. Really nice card. Not only do you get to charge any zone of
your choice *cough* red zone *cough*, but you get to put your opponent one
step behind in using his siggy move. So you are a step closer to using a sig
move, and your opponent is a step away. Since siggy moves can often make or
break a game, this card is an obvious staple for anybody that can run the
Soul advantages. If you get lucky you can uncharge your opponent's red zone
which will severly frustrate him. The red zone is the hardest zone to charge
since nobody wants to risk getting hit, by flipping in the red zone. Nobody
wants to give their opponent extra energy from playing a card out of the red
zone either.

Rating: 5

 

andys
island

Let's jump right to the review today, with "Imposing Grandeur!"
This card has a trait limit of soul so this card can only be used currently with the shamans of Zeke, Yoh, Jeanne, and Trey. The big players in the game.

1 green and 1 red is actually a cheap price for this card. I approve of it. It's effect is Immediate, so it won't stay in play very long, but that ok too, because it's effect makes up for it.

"Your opponent chooses and uncharges one of his charged zones." Next best thing from you picking the zone. Uncharging any zone is always a plus. It forces your opponent to play another advantage card, which would cost them some furyoku. This card is basically a staple at this point if you plan on controlling most of your opponent's moves. It doesn't matter which zone your opponent uncharges, it helps you out.

The second part of the effect, just makes this card even better. Choosing what zone you wish to charge is an awesome option. If you are missing a charged zone you can charge it from the zone you currently are in. Charging leads to signature moves and since you can have this card in Zeke, Yoh, and Jeanne's decks, you opponent better watch out.

One ruling I am not completely sure about is that if you can charge the zone you are in. I believe you can, but I think it is just worded poorly. There will be an errata list from Upperdeck soon, and hopefully will clear this bit up. I say you can charge any zone (on your side of the field), including the zone you are in if you want. If this ruling is incorrect, please inform me by sending me a PM on the Pojo Message Boards to the screen name of andysislands.

Overall, great card. Control your opponent as well as your own field with the same card. Truly worth the Friday CotD status. Great for Control decks and a good pick for a normal deck as well.

Casual: 4/5 (Control, alot of people like it, just not when it's used against them)
Tournament: 4/5 (This card can help your control deck even against a control deck)
Sealed: 4.5/5 (Most new people to the game in sealed will only use their signature moves over the other tactics in the game, teach them a thing or two with this card if you pull it, as it's a rare)
 

 


Copyright© 1998-2005 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.