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Pojo's Naruto Card of the Day

Image courtesy of bandaicg.com

Gaara of the Sand
[Overflowing Madness]

Card Number: 112
Rarity - SR

Review Date: 12.01.06

Average Card Rating: 3.23

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


Gaara [Overflowing Madness]

Pros: Win and Get a Battle Reward

Cons: Injure a Ninja

He’s crazy…good. Send Gaara out to attack turn two with a chump ninja and have your opponent block him and pick up a battle reward anyway. You can even win a battle reward on your opponent’s turn if Gaara blocks and wins and injures a ninja that’s with him. You just have to be careful as to who you injure with him because they may become useless, it could be great if you’re looking to injure a Naruto to make him stronger. It’s also a great way to get a Jonin’s Intervention off and drop a Kakashi or Baki or some other Jonin turn 2. Talk about nasty, kind of like week old turkey.

Constructed: 3.5/5
Limited: 3.5/5
Art: 2.5/5 (Not nearly crazy enough)


N. Jolly

Gaara of the Sand (Overflowing Madness)

The Good

-Good stats

The Bad

-Bad effect
-Better alternatives

Here we have Gaara, and the second worst of the bunch. If (Sand Burial) wasn't around, he'd be the best Gaara around. But there is, and he isn't. His effect is not only situational, it's damaging. Punishing a team member to pull only one extra reward is horrible, and Gaara really shouldn't be leading a team by the time his ability would activate. And using the Iyashi/Gaara combo is even worse an idea, as your max team would be from a 6 to an 8, which isn't going to be winning any battles anyway. Please, don't run this...ever...

Constructed: 1.2/5
Limited: 2.1/5
Everyone is raving about the all-new Yahoo! Mail beta.


And....Jingle Bells, Gaara...smells....-Insert giant Shukaku form hovering over me-. Actually....Gaara is good! -Shukaku pounces away happily, leaving me freakin confused...- Lol. Now, onto business! Welcome to the first COTD for the last month of the year, December! And kickin off the month, as well as finishing up the week, we present, for your viewing pleasure...

Gaara of the Desert-Super Rare Wind Ninja; Costs: 2-0; 4/0, 2/0; Sand/Genin/Male
[Overflowing Madness] When this Ninja's Team wins a Victory or an Outstanding Victory, you can give 1 Damage to 1 of the other Ninjas in this Ninja's Team to win 1 additional Battle Reward.

For being Super Rare status in the Curse of the Sand set, Gaara (N-112) certainly earns that status with his effect. This is an almost watered down version of Super Rare Kakashi (N-064), in where you're allowed to get an extra Battle Reward, but, it'll cost you 1 Damage to another member of your team. This effect is two-folded. Sure, it brings 1 Battle Reward closer to defeating your oppponent, but is it worth the cost of injuring, or worse, killing a fellow Team member? As usual, it's stats are standard for any Gaara card, and the effect is a pricey one, but not always. As most players know, there are some Ninjas who can take one for the team, so to speak, and receive the 1 Damage, IF, it injures them, like Sakura, or Hinata, to name a couple. You can also take the plunge and potentiall kill an injured Ninja to activate this Gaara's effect, and that's a plus, for a Gaara card, the effect for this one is optional, so you don't have to be overly greedy. All in all, it's a decent card, and if I were to run a Gaara deck, this card would be number one, instead of the Super Rare Gaara (N-058) from the Coils set.

Constructed: 5/5 (Gaara rocks! In his own Deck, but i STILL dislike him for annihilating Lee's arm and leg!)
Limited: 4/5 (Stat-wise make Gaara a winner as a powerhouse, always)


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