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Reviews written by PretzTrigger
 You're Soul is MINE!, Thursday, 08 February 2007
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Problem attack in your opponent's momentum... well not anymore if you payed attention to it. For the cost of 5 HP you can zap the problem away and make sure it next to never comes back. Decks that revolve around manipulation of momentum will not like this card one bit. If you can run it, I'd at the very least consider this a side board staple if you match the symbols.

2 of 2 people found the following review helpful

 This is the Chain that never ends...yes it goes on, Wednesday, 07 February 2007
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Wow.... just wow.... You add one multiple to any multiple. It's like Having Ukyo's effect without having to make it faster. Plus you can do it again and again and again as long as the attack deals one damage. Thus the possibility of a lot of spam happening is well gonna happen. It's 4/3 stats don't make it any less playable and I don't think a single Talim deck would be complete without a set.

1 of 1 people found the following review helpful

 Who am I ? Am I you? No I'm not you. are you me?, Tuesday, 06 February 2007
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X.Copy OMG this card has been underrated since it was spoiled. Combo it with all of His actual Cards that copy stuff from discard and vola! You can now use your opponent's stuff against them with little to no effort as long as you can pay the costs. Every Twelve deck should run this card if they're sticking to theme, The momentum a round (one per ready) while it seems annoying isn't as bad as it could be. He can run Next Level so during your ready you'll have at least one momentum during your ready phases. So I'd say he's gonna have a identity crisis for a few turns. Knowing your enemy and though shall know yourself.

1 of 1 people found the following review helpful

 Rock the Boat. Don't Knock the Rock, Friday, 02 February 2007
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Rock's an odd character. His first effect is decent mid to late game when you want to spam attacks with a decent board set up. His second effect though is what I find cool and unique about the guy he can only use his damage booster committed and it boosts any attack he can use. IE no matter what route you go with the guy all of your attacks are going to have plus one damage. This has to be one of the first times a character benefits himself no matter what build you decide to make. His only downfall is his 5 hand size. That can be a pain in the butt if you're trying to spam for game and with Discard being one of the dominant super powers of the game he's going to need all the hand he can get Thank God he can run Beefy. I'm looking forward to the decks that the Rock is cookin.

2 of 2 people found the following review helpful

 Ha Ya TA!!!, Friday, 02 February 2007
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Sakura's most useless attack in the actual video game series has become a decently good card in the TCG! This attack promotes the apparent "Spam Spam SPAM!!" Concept that STG has thrown towards her. The reward for spamming is to finish with a HUGE attack that has absolutely no progressive Difficulty and what's worst could become a Zero if you combo with the latest Sakura shown (See other review for details). It's a 4/2 which looks slightly unappealing at first glance but it's endless set up potential makes it worth running it in a spam attack deck and Sakura reaps the most out of it. With the new ban list and recent rise of Aggressive decks, Sakura is becoming more and more of a competitor.

1 of 1 people found the following review helpful

 "Wow this Hadoken stuff isn't all that hard is i, Thursday, 01 February 2007
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This attack has the potential to be really REALLY mean if used with Promo Sakura. Seeing as she allows you to play not one but two reversals on your opponent allows you to make the damage this little fire ball can do extreme for it's itty bitty cost. If you use it as the last attack in your reversal chain it's already a plus 2. While it has a 2 control which most frown down upon I believe that it's a decent price to pay for it. Though it's lack of a Block against anything except other projectiles does make it lack the extra points it needs for me to give it a 5. But I can see lots of Sakura decks and other reversal decks that can run it using this little Shotokan's imperfect chi blast. Guess that's what you get for learning the basics from Dan.

2 of 2 people found the following review helpful

 Now that's what I'm talking about, Thursday, 01 February 2007
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This Sakura's Art isn't as good as the other two we have around but it's effects sorta make up for the pic. 
Though her hand size is lacking a tad I'd suggest using this character as a stacker instead of a main. Her symbols even perfectly match the promo Sakura's so you can just fit this character into your already made Promo Saku deck. 
 
Her first effect which is basically meant to combo with her Promo's block mod ability will make Sakura reversal decks godly. If you decide to use kick reversals this turn you just declare kicks and the two don't bother each other when you're playing the two reversals the Promo allows. Her second effect though allows for one to set up a huge chain of attacks and then refill their hand to either continue or be prepared for your opponent's upcoming turn and if you find a way of reading her before ending your turn then you'll have access to using her as both an offensive assailant during your turn and a extreme punisher during their's. 
I can imagine that we'll be seeing a lot from her in upcoming tournaments. I for one am definitely going to be focusing on this character.

1 of 1 people found the following review helpful

 This girl is H.O.T. like Fire, Wednesday, 31 January 2007
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I must say I.F. is doing an excellent job on this set's artwork. The art is nice and I'd make a poster outta it being the Sakura fanboy I am.(Guess you can tell what side of the fence I'm on). 
 
Her effects are solid as were mentioned above, but to get the full power of this card you have to play her off fire, as we've yet to see her signature attacks we can probably guess they'll be fire and void or fire and water. Though looking back on her promo you'd want to use this character as a stacker towards her promo so that she can make full use of her recycling attacks ability as well as to make up for the smaller hand size while 6 is average 7 makes everyone better lol. Her HP stat is improved slightly but she lost her almost endless reversal potential.  
 
I'd stick with using the promo as your starter and running this as a stacker character so that you can abuse the power up effect without loosing foundation advantage for blocks during your opponent's turn thanks to the -2 she provides.

1 of 2 people found the following review helpful

 I like street fighting more than sparring in RS, Wednesday, 31 January 2007
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First card review but it's for my fav character's card so I'm a little bias. 
The artwork on this card is awesome, Sakura doing a Sho Oh Ken on Adon is always nice to look at, 10 points to I.F.though I would have preferred Udon to do it. 
 
The actual card's effect allows for one who's willing to overlook the 1 control to run effectively 8 copies of any attack card that has one of those symbols in a deck. I think I'd get over that 1CC for that much potential, but that 1 does hurt a lot. I can see this card getting play in no more than 2 a deck just for fear of the 1 control. Me I'll probably run 3 myself. 
 
Then you look at the 0 high block it carries and I'm sure many of you will forgive it's 1 control.
 

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