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Reviews written by StormWind
 Heh misreading, Tuesday, 01 May 2007
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Ok so it's only 4 momentum you need to take full advantage.. I misread it a hair. Sometimes that happens.. my mother has dyslexia and I sometimes wonder if I didn't get a hair of it myself.  
 
At any rate. That cost can be interesting. With DotE you can pull a lot of dirty tricks, and that 2nd ability can pull your butt out of the fire with a deck built to take advantage of it. I still say this Yun-Seong has the potential to be a top tier. 6HS character can be lethal with the right abilities and redrawing cards, especially ones you put in your momentum, after a To The Bone, can spell the end of your opponent. 
 
StormWind

2 of 3 people found the following review helpful

 How about a nice kick in the teeth?, Monday, 15 January 2007
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Ok, for a short moment, let's ignore this is a 1/6 Wind foundation. (Yeah I know.. 6's in Wind.. omg) 
 
Nagase, Chun Li, oh the characters that benefit from this. I've already practically got to rework Nagase after this set. Sure there's no block, but this is also a damage boost that tells YM to go blow itself.  
 
Yee gods. Between Multiples and things like this.. Chunners is going to become a powerhouse, kicking the crap out of everything that dares defy her. 
 
StormWind
 A lot of rough edges, Friday, 27 October 2006
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Ok. Let's not even touch the spelling.  
 
That aside. Yeah you have an extrodinarily high number of 2s.  
 
You're not running For the Ladies, so how exactly are you going to ensure that I'm not going to have a momentum and crack out a mid block to stop your entire deck strategy? 
 
You aren't a warrior.. relies on you having more foundations than me.  
 
Yes. Ridiculously Flexible will let you stall assuming you have something to block with, but you're also running off 2 symbols here. Wind and Chaos. Sorry.. 3 since you're running Lost Memories too 
 
This deck needs consistancy. Run off one Symbol. I recommend Wind since it encompasses everything you want to do, sure you lose Unorthodox Style, but you could always splash it if you're that insistant on having it. 
 
You aren't a Warrior isn't an Enhance, so you don't need to fear Yoga Mastery except for the Powerful.  
 
Run For the Ladies to assist in making sure your attacks are Unblockable, it's superior to *Vega* for momentum removal. Put in Overhand Throws, just because.  
 
Use **Vega** instead of *Vega* And you don't even need Hop. **Vega** will speed up your deck and you can always play *Vega* if you can't get an Unorthodox Style in play and you check all of your Tiger Uppercuts. Eliminating cards from your combo is good. 
 
You have a good idea. It's just rough around the edges. But with a lot of polishing you can make this deck solid.

2 of 2 people found the following review helpful

 How exactly do you pass control checks?, Friday, 20 October 2006
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Ok so I see 12 6's, 16 5's. 8 4s. and 28 3s.  
 
So mathmatically, you've got about a  
50/50 shot of pulling a 3 check.  
 
Your attacks are base: 4, 5, 5, 6, 7. 
 
So let's do some basic math here. Assuming a 3 speed attack, if you hit 3 3's in a row (not that unfeasable) 
 
The first one clears (You could clear up to a 5 speed attack on a 3, so Blocking isn't the issue).  
 
Your first reversal probably wants to be Shadow Banishment. Which is at an 8 Diff. Flip a 3, and that's 5 Foundations you need there. 
 
Next you want to play Leaping Commando Kick. Well we're talking about a 7. So that's 9 Foundations you needed of the 28 you run. 
 
4 Shadow Banishments on your opponent's turn? Not bloody likely Not with your control checks and low number of foundations. 
 
Of your foundations, the difficulties run 1, 2, 2, 3, 3, 3, 4. 
 
So let's analyze this thing. 
 
First off.. What is Boxing Ring for? It only works on your turn. What are you readying? Sakura doesn't commit to use her ability. If you're readying foundations.. that's because you don't have enough in the first place. Chuck that thing and replace it with Charisma or Angelic Protection. (You need the 6 checks and the foundations). 
 
Mystic? Why Mystic. Do you often need to recycle your deck? Then you're too slow. Chuck it and put in the other of Angelic or Charisma. Whichever you didn't put in in the first place. That gives you 16 6 Checks. We've got 32 foundations and a little more breathing room.  
 
Shadow Rush. Cute attack. You have no momentum gain so multiples are pointless, and since you're about to ditch your opponent's hand anyway, who the hell cares if they discard 2 cards. (Assuming somehow they forget how to block slow mid attacks). Use Close Throw instead. Lower Difficulty, and it comes with a Stun 2 feature you're going to love playing as a reversal. (Either ditch Shadow Rush, or Yoga Short Kick for Close Throw). 
 
So now we're down to 24 3's, and up to 12 6s.  
 
I'd probably go as far as ditching Wari as well. If you want an attack back from your momentum, use Unorthodox to get it. It's not a block, and it serves you no good purpose. (Here's where Close Throw trumps most of your attacks, it's guaranteed momentum). 
 
So when I finish with it, the deck would look like this. 
 
Characters (Other than Sakura) 
10 Void Character Blocks 
 
Actions 
4x You Will Not Escape 
 
Foundations 
4x Wandering Master 
2x Lost Memories 
4x Unorthodox Style 
4x Ring Veteran 
4x Angelic Protection 
2x Quick 
4x Charisma 
4x Yoga Mastery 
4x Ancient Insight 
 
4x Leaping Commando Kick 
3x Close Throw 
3x Inazuma Kakato Wari 
4x Shadow Banishment 
4x Bell Ringer (Though if you're damn determined to run Shadow Rush, remember it's -2 Speed to this attack with a possible multiple, and the 2 cards come from hand (where LCK was going to get them anyway) instead of off the top of the deck, but at least with Charisma, and Ancient Insight (and Shadow Rush), you could potentially get more cards.) 
 
 
I still think this deck is lacking in the basic of what it needs to be successful: Blocks. You have a grand total of 19 in the deck, and of them 10 are +0 Blocks. 
 
Problem: Aside from Ancient Insight, Wari, and a handful of other things, Void is practically devoid of blocks. Wait until Water comes out with some decent stuff, then play Sakura Water. Sure you lose Shadow Banishment, (and LCK will be banned anyway), but she'll keep her power (and her Wandering Masters)
 More proof that Mystic is getting banned, Friday, 20 October 2006
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Oh yeah. This card screams "I want to work with Mystic to get your hand back. No really. C'mon..." 
 
Stuff this thing into Alba, get a new hand on your opponent's turn and Mystic away. Because Alba and Mystic weren't bad enough together already.  
 
Now outside of Alba, discarding your hand and grabbing a bunch of foundations can be disasterous. Most foundations, and especially not the ones in Earth and Balance, aren't known for having blocks, and if they do, they usually aren't good ones.  
 
Of course on the flip side, without Mystic to reign this joker in it's not as useful. 
 
However it should be noted, that nowhere on it does it say you actually have to have a card in your hand, before you chuck your hand into the Layaway Pile.. I mean Removed From Game Pile. You just have to have 3 Momentum. Earth has the easiest time with that, since Earth is jam packed with Throws, though offhand I can't think of any Earth Foundations (with the possible exception of Ring Vet) that I'd want back that badly, and it better be all 4 Ring Vets in my deck.

1 of 3 people found the following review helpful

 If this is their Fury, these fighters need help, Thursday, 19 October 2006
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It's nice to be positive. And then it's realistic to point out the fatal flaw of this attack. It's a 3 Speed Mid. If your opponent can't block a 3 speed mid, you probably didn't need to care what's in their hand to begin with, or they don't have a hand at all.  
 
Saying every death deck should run this is like saying "I want to play Death and lose!" It's not about whether or not you can avoid checking the thing. It's about the simple fact that this attack most likely won't deal damage (Unless you're playing ***Tira***, and if you're playing ***Tira*** you'd rather be playing useful attacks like Shoulder Rush, or Negral's Poison Sting)

2 of 2 people found the following review helpful

 Will these Ninja Skills pay the Bills?, Wednesday, 18 October 2006
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Shiranui Ninja Arts is one of those foundations that may or may not be useful. In Wind it's just another 2/5 that at least happens to have a (crappy) Mid Block so we can finally stop running Pit Fighter, since with Material Advantage, we'll rarely want to ditch a momentum (Unless we shoved something awful in there with Sky High Claw). 
 
In fire, I doubt it'll see much play as Fire's already very choosy about it's foundations. Though it does offer it the Troubled Orphan (in reverse) effect, and could switch out with The Soul Still Burns, putting one or the other on the sideboard. Dependant on if you're playing against someone who shares your symbols or not. 
 
Life it's a tough call, since I don't have the entire list of life foundations sitting in front of me, nor do I know how Life is going to want to play. Unblockable attacks are undeniably good, but this is like Troubled Orphan a questionable unblockable, and we see how much play Troubled Orphan gets.  
 
Granted the only reason Too Fast To See doesn't get more play is because of it's insane cost to get it into play.  
 
This is one of those wait and see on the ability foundations, but it comes with a block, and it's a 2/5 so it merits running it.

1 of 1 people found the following review helpful

 Crazy Bees from Plan 9!, Wednesday, 18 October 2006
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Usefulness
A damn solid attack that'll appear as a 4 of in every Mai deck, the Ninja Bees, are not bigger than most American sedans, but that doesn't stop them from being any less deadly.  
 
Low Attack 4 speed, Multiple, with 6 damage? And the potential to play it at a 2 cost. Yeah what more could you want? Oh well you can make it faster by discarding a momentum. Wheee.  
 
I see the enhance being less useful until low blocks come out more promently, but even still it's a solid enhance when you're using despiration anyway, since you can make this easily the last attack on a chain and get a +2-3 speed, ensuring your opponent is far less likely to block it. 
 
It's a Mai Staple to be sure.

3 of 4 people found the following review helpful

 The problems with Headbutt.., Monday, 16 October 2006
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Headbutt is by no means a bad card. However when it's competeing for deck space between the other solid fire and chaos attacks it often gets left out in the cold. 
 
For example, Overhand Claw, Same stats, except it's a high speed 5, and it has the potential to do 6 damage.  
 
Sky High Claw, again, the usefulness here overshadows poor Headbutt. 
 
I was looking for another Chaos attack for my Chaos deck recently, realizing that I didn't have enough. So after eliminating the obvious choices (Sky High Claw, Overhand Claw, and Super Punch) 
 
I sat down and analyzed my 3 check choices. (Demon Elbow had been in my deck but the 2 check annoyed me. Now it hangs out on my sideboard to deal with Sagat) 
 
Dark Shredder - Draws you a card if I commit a foundation. Not bad, but still conditional. 4 Speed Mid for 4 damage. with a +3 Mid Block.  
 
Headbutt - If you have another punch in your card pool (Well I'm running Super Punch) it gets a +1 speed. So it's ability is conditional on having already played Super Punch, which really I'd prefer to play AFTER Headbutt for progressive difficulty.  
 
So it's a 5 Speed Mid, 4 Damage, with no block. The block is almost irrelevant because I try not to block with attacks anyway, but nice to save my bacon. 
If I'm playing Blanka it gets a useful effect. I'm not so, we can ignore that. 
(But don't ignore it if you're building a Blanka deck. That 6th damage can make or break it being in your deck) 
 
And finally Low Dash, same difficulty, 3 speed Low, 5 damage (1 more than the previous 2), and it's effect makes Super Punch and Overhand Claw easier to play. (If I were Balrog this attack gets something else neat, but again I'm not Balrog), and it comes with a +2 High Block 
 
The winner, Low Dash. The low attack and high block sold me here, though Headbutt was certainly a contender. It's just Headbutt's reliance on other cards makes it questionable. Perhaps once Demon Elbow annoys me for the last time, I'll be replacing those 2 copies of it with Headbutt, time will tell.
 I'm giving Grief no Grief, Monday, 16 October 2006
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Usefulness
Another solid foundation, for water. (These puns just have to stop). A 1/6 that will become a staple in any All or Water deck, (All is finally coming into it's own.. it's growing up, I'm so proud of it *sheds a tear*.) 
 
Anyway silly emo theatrics aside, Grief is another simply amazing foundation coming from the new sets. Water gets a much needed 6 control, a easy to play foundation, and it just begs to be played as a block. Sure the Block is exceedingly high, but clearing itself to the staging area after blocking. Yee gods. What else could you want from it?  
It clears your card pool either way to make that reversal (Water LOVES reversals) or the next block that much easier to play. 
 
Grief is another staple card. I have to say it's nice to see so many new staples coming out. They're much needed and very nice.
 

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