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Reviews written by Shaneth
 Great card, Thursday, 21 February 2008
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Rejection is deifintely a hot card, but being a starter deck exclusive (Mai), it may be hard to get. 
 
Like a new Size Matters, this card actually gives a vitality gain as well. Because it is an enhance, it is more vulnerable than a response, so watch out when using it. 
 
This card is definitely a beast when combined with The Gorgeous Team, also out of the Mai starter deck. So, grabbing two of the Mai starter decks will help you out with a great survival combo!
 One of the top cards of Set 8, Thursday, 21 February 2008
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Amazing artwork, and basically a block 2 Made Not Born (block 3 actually). I believe Holding Ground will possibly be a staple in every deck that can pack it. Hate those decks that pump an attack up to 20spd 25dmg? Holding Ground bumps it back to whatever it started at. Serious lifesaver card here. 
 
It also prevents against damage redux somewhat. As long as they don't completely reduce the damage down to 0, you can use Holding Ground to make them take base damage from your attack. 
 
 
This card is definitely one of the top control cards of the new sets. Being block 3, this card will stay around for a long time, and I am definitely glad.
 Incredible., Thursday, 07 June 2007
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Judging by it's brutal effects, it's balanced stats, and amazing artwork, Full Power just HAS to be the #1 utility card in this set. Being able to recheck your hurtful is just totally awesome. 
 
This card brings a new look into "bad checks." A lot of players are usually turned-off by cards that have 1CCs or 2CCs, but not anymore. Full Power brings that incredible effect where there is less worry about packing those "back checks." 
 
With a 0 difficulty, this makes for an excellent spam at the end of a card pool and a more excellent first turn spam because the sooner you get this card out, the sooner you'll have less worry on those bad checks. It is given a CC of 4, which is really balanced for what effects it is given, and the block it is issued should be standard as I believe everything is supposed to be issued a block in this set. 
 
 
Full Power is one of those utility foundations you cannot miss out on.

0 of 1 people found the following review helpful

 Works for some nice sideboard material, Sunday, 11 March 2007
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Despite his 6 handsize, Yun is a very cool character. Yun's first ability is rather interesting as he can pump an attacks speed that's equal to the number of his opponent's committed foundations. This ability can actually make use of the underrated Stun enhance.  
 
Since he has Life, he has access to Destined Greatness (a SC01 attack), so he can stun foundations like crazy, then lead off with Destined Greatness (pumping the speed like crazy), then switching the speed and damage for it's self-enhance, making one huge throw attack. He also has Death, which has access to Diminishing Returns and Hibernation (both SC02 action) which can make the stunning easier. 
 
His 2nd attack is what should be looked at for combating damaging soaking machines like Life and Water who would pack damage reduction cards such as Battle Disc System (an SNK foundation) and Awakening (a SC04 foundation).  
 
Since his ability states "until the end of this attack", cards such as Superhero Blood Transufusion (a Penny Arcade foundation) and Backflip (a SC01 action) can't be used to reduce damage, which is always a plus if you want to push attacks through or gain momentum via attacks. 
 
*Yun* gets an overall 5/5
 Comparable to the Promo, Saturday, 17 February 2007
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Well, here we actually see a Ryu that's highly playable. For the simple cost of one momentum, he can pump the speed and the damage of an attack by 2. Great for only one momentum, agreed? He has access to Hop (Fire), which he can play on the opponent's turn, and he has access to Power Up (Void), so momentum generation shouldn't be that much of a problem. 
 
His 2nd effect is a lil' insane as well. For committing him and ditching two cards, you can block a 7dmg throw, take 4 dmg, and then draw 7 cards! Works with any regular attack as well, but one extremely nice, but situational thing would be if you lost vitality with an attacks enhance ability. You'd draw the printed dmg, then block or Backlfip it and not take anything! 
 
Ryu's playability is either between this version or his Promo, and it's a tough choice to make. If aggro, you'd want this Ryu; If control, you'd want the Promo. 
 
5/5
 Maybe not at the moment..., Saturday, 17 February 2007
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Well, Ryu5 has an interesting first ability. You ditch a card and your attack gets +X dmg where X is the number of cards in your hand. So after calculations, if you use his ability for your 1st attack, it'd get +4dmg, then for your 2nd attack, it'd get +2 dmg. Granted, that isn't much a pump, but if you can get some draw power involved in there, he can be somewhat of a beast. 
 
Evil or Void may be the best symbol choice to run him off of. Fire is probably the best aggro symbol he has access to, but with a 6HS, he's obviously not going to be building up as fast as those 7 or 8 handsizers. 
 
We've heard that there will be counters to hand control in the next set (5th expansion), so there may be some draw power in there that Ryu can use. Until then, I don't see Ryu5 more playable than his Promo counterpart.

1 of 1 people found the following review helpful

 Niceness, Friday, 09 February 2007
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For such little vitality, Kyoshiro has a crazy first effect. For any attack, he can ditch a momentum and give that attack +X which is the DF of it. Let's take a look here. 
 
Chaos has some interesting momentum generation cards. With Demon Elbow, you can instantly rigg something in your momentum, such as an Earth Divide, then ditch it with his enhance to give any attack +7dmg.  
 
Another generation card that Kyoshiro should look at is Collector where he can play an attack, then a foundation and put that attack into his momentum, setting up damage for another attack. He can combine this with Unorthodox Fighting Style to make his super-pumped attacks unblockable if his opponent has no momentum. 
 
Kyoshiro would be a blast to play as. 
 
5/5

1 of 1 people found the following review helpful

 Hotness finally comes to UFS, but in a shoddy form, Friday, 09 February 2007
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Here's a card that I find with an effect similar to what all CCGs has; To tutor your opponent for copies of a single card and get rid of them. Soul Harvest does as so, but is heavily restricted by it's shoddy stats and the cost of losing 5VIT. 
 
First off, the rid card has to be in your opponent's momentum. Since there is no essential way of seeing what's all in your opponent's momentum, you can really be sure of what to remove. Besides is also random. If you can combine Exhaust the Opposition when your opponent has no momentum, you can be sure to rid them of what they put into their momentum. If they have a face-up attack as their only momentum, then you can be sure of what to remove as well. 
 
This card's effects aren't as great in UFS as they are in others. I don't expect them to see much play due to an insane cost of 5VIT. You don't get to remove anything in their remaining momentum or in their staging area at all. Against aggro designs, you probably won't get to use this card to it's full potential because you'll either get rushed too quickly or you'll not be able to pay the 5VIT.
 Decent Character, Friday, 02 February 2007
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Here's a character who I think will be a fun addition to UFS. Jenet has the elusive 8HS, but a low VIT rating of 17. She has only one effect where she commits, making her check for a block to an opponent's attack get +3CC, then a following reversal gets the same bonus; a +3CC. 
 
Looking at her symbols, the only symbol that revolves around reversals by much is the Good resource. Plain Good reversals would work nice, but Ohicho Throw is a great example of a Good Throw that would work great with Jenet's ability because of how high of a difficulty it has when it's played as a normal reversal with any ol' character. 
 
Otherwise, I don't see any other way to play her. The most dominate symbol on her resources is Death, so you can mix up the regular style of Death with reversals such as Bloody Tale, which is also a reversal that may see much play in Jenet designs.
 Interesting..., Friday, 02 February 2007
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This version of Rock is definitely interesting. Unlike people who have effects that revolve around a certain symbol (ie. Promo Kilik), this version of Rock can be built around any of his three resources and get the same benefit. 
 
Looking at the first ability, you commit him and ditch two cards, then you and your opponent draw two. This actually benefits your opponent more than you because they aren't discarding along with you. While it's true he has access to hand control such as Charisma and Insight to counter that effect, a 5HS isn't going to be fast on building, so he may be stomped before he can ever pull anything off. 
 
Since his 2nd ability can only be played while committed, Overwhelming Strength doesn't really do anything to him. 
 
This Rock isn't anything to jump about. It's not worth stacking into Promo Rock, but it may be worth some giggles in a 5HS tournament.
 

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