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Pojo's VS System Card of the Day

  The Shark, T.S. Smith

Card #DGL-062

------

Date Reviewed: 09.15.05

Constructed Modern Age Average Rating: 3.25
Constructed Golden Age Average Rating: 3
Limited Average Rating: 3.5


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

 
Jason
Bunch
The Shark, T.S. Smith

The Shark is a guy that showed up in just about every GLEE build from PC Indy, and for good reason. He's a
1 drop with Willpower, making his searchable and able to be pumped by G'Nort and Arisia, and he rewards you for dipping into your resource row early and often by getting bigger the more you flip in a game. Flight and Range means that he can go anywhere he wants on the attack, and he can stun high on the curve and still only deal 1 point of stun endurance loss to you.
Vital for getting the GL/EE teamup running early, and great for mid to late game when you're trying to throw a lot of weenies on the board to swarm your opponent with.

3.5/5
 

wierdofur
"My, what big teeth you have!"

The Shark, T. S. Smith
Number: DGL-062
Rarity: Common
Card Type: Character
Cost: 1
Team: Emerald Enemies
Attack: 0
Defense: 1
Range: Yes
Flight: Yes
Willpower 1

The Shark gets +1 ATK for each face-up resource you control.

Cost: 1
First dibs on recruitment.

ATK/DEF: 0/1
Don't be fooled, his ATK gets higher...

Range/Flight: Both
A flying AND spitting fish?!? Gross!

Effect:
Gets +1 ATK for each face-up resource you have.

Team Affiliation: Emerald Enemies
This team is ok, but it lakes versatility on the field.

Overall:
He can be good in the early game, but can't stand up for long with only 1 DEF point. He's an ok card to use, but it takes careful planning to make the most of him.

Constructed:
A good choice, provided you can get enough PTs and Locations that can be used soon enough to make real use of his potentially high ATK.
3.0/5.0

Limited:
An ok choice for your 1-drop. His effect is more usable than those of most characters.
3.5.5.0
 
Sith Dragon The Shark
emerald enemies
cost:1
0/1
flight/range
willpower 1

The shark gets +1 ATK for each face-up resource you control.

I am generally not a big fan of one drops, since most are worthless outside of turn 1 or 2 unless they have a stellar effect. Shark I would consider playable if you want to run him.

With a willpower of one he can use all the willpower cards from the Green Lantern series, and the flight and range is always good. His effect makes him more flexible than most one drops as his attack will increase as you flip resources.

My advise if you are considering running this card is pay attention to your resource row as you play. If you run quite a few locations or find you use your resource row a lot, then he can be quite good. If you miss a drop late, playing him can give you an extra 3+ attack points so a smaller guy can team attack with him to take out a larger character. If you usually have most of your resources face up then on turn six you can bring out your 5 drop and this guy for another
4 ATK points. His bad side will be he makes a juicy target for your opponent to swing on with a big drop.

Basically if your style of play is favorable to his ability then run a couple of these and see how he works.

"Are you threatening me, Master Jedi?"
 

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