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Pojo's Shaman King TCG Card of the Day

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Jun, Big Sister

Type - Yoh
Card Number -

Card Ratings
Limited: 2
Constructed: 2

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

Date Reviewed - 03.16.05

 
 


Dan The
Timid

Jun, Big Sister
Teamwork
Type: Yoh
Cost: 0/1/0
Effect: Pitch any card in Jun's zone --> Add 2 furyoku to this zone. You may only do this if you have one or fewer furyoku in Jun's zone.

Today we continue Jun week with none other then Jun her self, in teamwork form anyway. Jun Big Sister is in many ways the polar opposite of mondays card Wrath of the Prisoner. While Wrath took an effect you usually can't go wrong with, stat boosting, and made it unplayable, Jun takes the most unplayable of basic effect types, pitching, and makes it playable. Does that mean its worth decking, lets take a closer look.

Pros:
- Can potentially double the focused furyoku when focusing.

Cons:
- Medium cost... not really a con but not a pro so...
- Situational effect
- Useless in red if you've already taken 2 hits

Overview: Jun, like almost all of team yohs reincarnation teamworks, focuses on furyoku advantage. Like all of them hers is situational, instead of only being used when paying for certain colors in this case you can only use it when you have 1 or less furyoku in that particular zone, and also only when you can afford to drop a row since it is pitching after all. I often wonder how much time was really spent play testing pitching cause it seems like in general the returns aren't worth the negatives on most pitch effects in this set, but this is one case where it does make sense. The reason being that your only likely to use the effect when you couldn't do anything else in that zone and would have focused anyway, so your effectively focusing twice in that zone and not actually throwing away a chance to do something else like most pitch effects. In general yellow is probably Jun's optimal zone since your not giving up a point by pitching like red and yellow is the second most difficult furyoku to come by next to red. One use in yellow and you've already broken even on her cost, everything after that is pure advantage. And who doesn't like having furyoku advantage?

Deeper Analysis: Well Jun does have some weakness, first off in green and red she's significantly less effective. Green depends alot on how your deck is made, if you pay green like crazy, especially via advantages, she can still be great here but for other decks green comes back so rapidly that you'll often have more then 0 or 1 green, and red if you get her early atleast you may be able to get +2 red out of her but then she becomes worthless for all but effects that count your teamworks as pitching ind red would cause you to lose. If they ever release an advantage that allows you to not drop a row when pitching she could gain some extra potential, sure she'd most likely only get to use her effect once but then you'd be getting +2 advantage each use instead of +1 cause you could still focus afterward. All though there will be times you can't use her effect in green and yellow do to too much furyoku, thats the kind of downside I like because that means I'm already pretty well off and I know she's still there to help me out if I feel like paying my large amounts of furyoku up. She's especially handy when facing signature moves cause do to lack of replenshing your even more likely then usual to meet her requirement.

Uses/Combos: Jun combos nicely with cards like relax (pay up a ton of green to gain yellows, then use her effect to pitch to get back most of those green), bestial sauvy(see relax), Center (This combos so well with her its almost unfair, didn't get the strike you want and have 0 yellow, pitch to gain 2, then center back up and pitch again to get 3 yellow), Invulnerability of the Leaf (see Center), just to name a couple. Sadly only bestial suavy can actually be used by Jun the shaman, but Trey and Yoh can make use of the lot nicely. Jun the shaman is actually one of those cases where you'll probably want her in green as you tend to burn up alot of green while in your green using body advantages quickly making her effect usable.

Final Stat Breakdown:
Constructed: 4.5/5 (What can I say, I personally think shes one of team yoh's best teamworks in reincarnation)
Sealed: 4.5/5 (her situationalness really has very little to do with how your deck is constructed)
 

andys
island

"Jun- Big Sister" A teamwork card not worthy of being a rare.

It's trait limit is Team Yoh so it can only be used with the following shaman; Len, Yoh, Trey, and Jun.

For the cost of 1 yellow you can change all of your cards in Jun's zone to have a Pitch effect. If you pay for this effect you would gain 2 furyoku color, for which zone it corresponds with. But it has the draw back is if you have 1 or less furyoku in that zone. If you ever put yourself in this scenario where you have limited furyoku you are asking for trouble. True this effect will fix your furyoku problem, but isn't better not to get into this scenario altogether?

This Pitch effect will most likely only be used once. If you meet the requirements, your opponent is already have a pretty solid game going for them. Unless you get some great flips in the upcoming turns your opponent are going to take a point or two. Why have this card in the deck to bail you out of a bad furyoku management problem? Keep your furyoku levels balanced and this card is pointless.

Also, let's say you have the "Sideswipe" strike card on the field in Jun's zone with only one furyoku. If you use the Pitch effect for "Sideswipe," you don't get both effects for "Sideswipe" and the Jun teamwork. You choose one Pitch effect, either Jun's or "Sideswipe."

Overall, this card just promotes bad Furyoku management. Don't use this card to bail you out, rethink your deck strategy instead. It's a rare, but doesn't mean it's good.

Casual: 1/5
Tournament: 1/5
Sealed: 1/5
 

 


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