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Pojo's Shaman King TCG Card of the Day

Marco Commander

Type - Xlaws
Card Number - REI_015

Card Ratings
Limited: 2.7
Constructed: 3.55

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

Date Reviewed - 03.09.05

 
 


Scott Gerhardt

Marco

I can see Marco going well in a Survival-style deck. Decks like this don't really care too much about throwing back hard volleys, but rather making sure you throw them back quickly and making the opponent expend resources to deal with it. Eventually, you beat the opponent with a weak strike that they should take care of no problem, but can't due to a lack of Furyoku. I have a name for this deck, but it's rather non-PC, so I will keep it to myself. :)

I digress. Marco fits well into this deck since you will typically play high intercept cards, often higher than will be required. Being able to replenish Furyoku will be required in this deck, and he will do it well. Sure, it's only a green, but that green can be incredibly important when it comes down to the end and you need to be able to play your strikes. Winning by attrition is still winning. :)

Not right in every deck, this card I think has a definite place in the "attrition" deck.

In limited, I don't like it as much since I feel it is way more situational. On the flip side, good teamworks do come at a premium in limited, so it might still find it's way into your deck just because you have nothing better to play.

If you're looking for Shaman King singles, please check out www.ShuffleAndCut.com.

Signed,
The Not-So-Longwinded CotD Reviewer.

Constructed: 3.5
Limited: 2.5
 


Dan The
Timid

Marco, commander
Teamwork
Type: Xlaws
Cost: 1/0/0
Effect: -2 Intercept --> If you counterattack from Marco's zone with this strike, add a green furyoku. Use only once.

Today we continue are teamwork theme and take are first look at what team x-laws has to offer. To be bluntly honest, Marco is quite possibly my least favorite of the x-law teamworks, but don't be mistaken, thats not to say he's bad, just a nod to how good the rest of the x-law teamworks are (in my opinion anyway).

Pros:
- Cheap
- Can easily pay for itself right away

Cons:
- Effect won't always go off and can only be used once per turn
- Is rarely going to significantly impact the outcome of a game

Overview: Like most of the x-laws Marco has a cheap cost with a situational effect that requires diminishing the stats of your strikes to activate. Like all cheap teamworks that means if you've already got a teamwork there he's effectively got tactical green. -2 Intercept isn't that bad, aside from punishing weak attacks you can combine it with cards like Point Blank to use against medium attacks. If you pull off the effect even once you've already got back what you paid for Marco, everything after that is pure profit. If you just want a teamwork out there for celebration purposes Marco will more then suffice.

Deeper Analysis: So why don't I think he's all that and a bag of chips? Well first off lets be honest, his effect isn't going to go off that often, you've gotta be returning a strike from his row and have 2 intercept to spare, its probably gonna happen at some point, maybe even a couple times, but unless your playing a really high intercept deck or your opponent is playing a really low force deck odds its just not going to come up all that much. That said, when it does come up, your not really getting much out of the deal. As I said it pays for itself after one use, but lets say you used the effect 3 times in a duel, he net gained you 2 green. Thats certaintly not bad, don't get me wrong, but its not as game changing as many of the othe teamworks you could be running in his spot. And that brings me to probably the biggest nock against him, the Use only once part of his effect. If not for this you could potentially really just soak up some green, maybe combine it with alot of high intercept punisher cards. As it is the most you can ever hope to get back from a strike is a single green. Again I emphasise this is still good, especially for such a cheap card, theres just alot of other realy cheap significantly more game changing effects to be found on the x-laws other teamworks.

Combos/Uses: Make a deck with alot high intercept strikes then add these, Jeannes, and Venster the Punishers. Watch with glee as your opponent is forced to focus his economical but low force cards else suffer die consequences. Marco might be the least threatening of those 3, but that extra green can be used to set up alot of Venster the Punishers punishings later.

Constructed: 3/5 (A solid card, just not a great card in my humble opinion)
Sealed: 3/5 (You can't build a deck around him but he gains back any points he loses for the fact that he's a cheap celebration presence)
 


 
Darth Vailo

Card Name| Marco Commander| Card Type| Teamwork| Card Trait| X-Laws|

Card Cost| Green-1| Rarity| Uncommon|

Set ID Number| REI_015| Art Number| SK_0093|

Card Effect| -2 Intercept >>> If you counterattack from Marcos zone with this strike, add a green furyoku. Use only once.

Foreword

Hey all how goes the dueling? Another day another review. Yes, we are back on schedule, and yes Im back with another review.

Today we are going to look at Marco Commander. Marco Commander is one of those cards that I like to put into the Defense Deck column. Marco is a very defensive card and a very good furyoku controller as well. Now I will not get into defensive decks to much since I will be writing an article up next week for everyone to (hopefully) enjoy on this very same subject. So anyway, read on

 

Card Advantages

Marco Commander is a very big asset to defense decks. These are decks loaded with cards that have very high intercept values and moderate force. They use their Teamworks and Advantages in order to beef them up to a respectable force. (IE-Spirit of Fire Immortal Legacy plus Point Blank.) This card serves only one purpose really and that is to gain furyoku advantage. With this effect you gain a green furyoku when you counter in Marcos zone. It would seem to me that if one had to pick a theme for the Reincarnation booster set it would have to be furyoku control. There are a plethora of cards out there in the card pool that either gain furyoku for you or destroy the opponents furyoku. The effect of Marco Commander does not come free however. You are going to have to lose two intercept from your would be strike in order to reap the benefits of this card. This is not really a big deal however since you are going to really only want to play him in a deck loaded with high intercept cards.

The other good point of Marco Commander is his rather dirt cheap cost. You are getting this guy at the cost of a mere green furyoku. So really you could regain the cost of this guy rather quickly because the effect can cancel out the cost. In most cases you could regain the spent green furyoku during the exact same turn. This is what makes Marco Commander so great. Granted you will not be gaining a furyoku advantage during the turn you cast Marco. This does sort of make him slow. But if you get him in the green zone the effect can really add up. This is one thing that sets Marco Commander apart from most cards, you can regain the cost of playing him.

Pros

Very Versatile Effect.

Cheap Cost.

Contributes To Furyoku Advantage.

Card Disadvantages

Besides the good points of Marco Commander there are some very big downsides. Besides the fact that he is franchised, he is rather slow in accumulating furyoku advantage. Really you are only going to gain an advantage during the next turn at the earliest. So you are not getting any immediate payoff besides breaking even if you use him. Marco is not the most versatile card in Reincarnation and he only fits in a few themes.

Besides the fact that he is not extremely versatile, Marco Commander is an uncommon. Again this means he can be slightly harder to get than most cards out there. But the good thing is that this concludes the disadvantages of Marco Commander. ;)

Cons

Is An Uncommon.

Can Be Fairly Slow.

Is Franchised Making His Versatility Low.

Summary

All in all I think Marco Commander is an average card. He is not all to versatile so he is not a card most can use. X-Laws are very beefy and offensive based characters so Marco does seem out of place. Fact is though that he can shine with the right deck set up. He works very well with Point Blank, Jaded Sphere, and others. Make a defensive deck with him and see what you think of him. If not, dont bother.

Ratings

Tournament-3.5

Casual-3.5

Sealed-2.5

Overall-3.0

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

Marco, one of the most famous X-Laws. He is pretty important, he'll probably become a shaman card in an upcoming set. But' let's worry about this teamwork card first.

Trait limitations lend it to only be used in X-Laws decks, with the shamans of Lyserg, Jeanne, and Duncan.

Similar to Monday's CotD, this card has a low price of only 1 green cost. So if you need a filler, this again can do it, if you need it in an X-Laws deck. The effect is alot better this time around.

At the cost of 2 intercept you regain your payment cost for this teamwork. So lose one green and gain another. You can only use this effect only once, but once it is used you keep this card in play. So if this was in the red zone, you get an extra red furyoku when you celebrate. The payment of lowering your intercept in my opinion is one of the best payments in the game. You can lower it to make just equal to your opponent's strike and your opponent has no way to counter this payment. Also it's optional, so it works great when you flip something with very high intercept when you only need something mediocre. You'll always be counterattacking if you use the effect, so that's not a problem.

So in review, this card will almost always give equal or more Furyoku than it's cost. It's limited to just X-Laws decks, but it can help you regain some lost furyoku for an almost free price, unless you lose or win the game before that happens. It doesn't directly hurt your opponent so it's not much of a control card, but you my find a place for it in your deck.

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

 


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