This is in case I don't make it next week due to exams.
Umezawa's Jitte
I wonder if Toshi has anything to do with Tetsuo from
Legends. No clue. XD
Stats:
The sword he has doesn't have much of an edge, does it? Man, that thing can't cut if its life depended on it. Anyway, this is the new fabled crazy-arse legendary equipment that everyone's flocking to, and rightfully so, for it's pretty cheap.
The major problem of this equipment is the lack of an ability for it to do anything as soon as it hits the table, facing the same problem that
banshee. However, that's where they depart from each other. The jitte, with a single slap, is able to do much more than banshee could ever do in the short term. And short term is right, since these equipment are hot targets, you'd better get some stuff quickly before it's gone.
Thus the difference here is the jitte's diversity that makes this also oh so powerful. Seen in this light, the jitte had one major problem: removal. wtf are you going to do with the counters if it's getting blown up like a little trinkle smashed? Well, if you can kill a couple of creatures (I mean...take them down with the jitte), all the better. Can't do that? Well gain some life then.
Not only that, the jitte's most amazing thing is that it can fit into 3 general decks: rush decks, removal decks, and crazy-arse life-gain via creature damage deck.
The first is the rush deck:
Generally speaking, rush decks face the problem of an army growing up as rush cannot handle the defense. No worries! the Jitte comes in with a couple of counters and wipes off some key blockers. You get room to cruise for victory (although the question of WHY you didn't go for some other way of dealing the last points of damage is a mystery to me). The most widely(?) cited example: White Weenies. Although the weenies themselves might not benefit too much from the equipment, you can eliminate the key flyers to cruise a couple more damage in. Best of all, you can intentionally throw off more creatures into the red zone, because any damage dealt to you will have to deal with the counters gained from the jitte. HUZZAH! Life gain! Now the problem is to balance the "2 per turn" thing that's oh so annoying...
Removal:
I personally played a removal deck that had a couple of them crappy 2/1's going in for the kill (with the occasionaly 5/3 ;)). With the jitte, you can suppliment your removal with more removal, or deal more damage! Heck you can even recover some life from the early instability!
Crazy-deck:
Uhhhh....that'll be for you to decide. I haven't figured this one out yet, nor am I obliged to care.
Recap on the +ives:
-cheap costs (2 and 2)
-diverse abilities (3 abilities in one, each with good use...sorta)
-Faster than the other 2and2 (Banshee), since you can throw +4/+4's quickly instead of having to wait for it to go +1/+1, +2/+2...
-ives:
-No initial impact. No matter how good the end result is, it has no initial impact in the game. you throw the stupid equipment in, it does nothing for you. Heck it relies on a creature! In that sense, it MAY not be a better choice than other equipment out there, like
nightmare lash, which just happens to be a turn 4 equipment that gives +4/+4 on turn 4 immediately, with no delay!
- A requirement to hit first before any benefits are accounted for
Combos:
- double strike (4 counters instead of 2, and btw you CAN remove counters to give +4/+4 between first strike and normal damage, if I recall correctly. ;))
- Not much else, since the jitte suffers from "combat damage" syndrome
Overall:
I'm not sure on how one should weight this card, as it's almost in its own league, but not really. Certainly it can't compete with the quickness of
bonesplitter, nor the sheer brute force of the lash. It's a BETTER card than the bashee for sure, but how much better? More importantly, where does this really belong? The jitte can do many things, but can't do them
well, thus where should something like "jack-of-all-trades" should go? Probably in many decks that might be missing one piece but not the other (as I said, removal in removalless decks, pump in removal decks, etc.). But even at that, why doesn't a person just include something that's already missing, a good card in that category? I'm sure some of you are saying "off colour", but if that's not the case (like nightmare lash in the removal deck), which would you pick? The choice is obvious, you pick the better card, as generally you'll be adding something that's MISSING from the deck after its main part is fine (e.g. you have enough removal, let's move on). Of course, the jitte still falls into the foggy part where you need both at the same time, so you're forced to use it...
Personally speaking I'm not that big of a fan of this card, but it's still a decent card nonetheless, just that a specialist card is much better and is often the better alternative.
7/10
Flavour mode:
It fits well with the intent that Toshi needs diversity in his weapons to survive many situations. This fits well. :)
8/10 for flavour