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Pojo's Naruto Card of the Day

Image courtesy of bandaicg.com

Tide of the Deadly Combat

Card Number: 092
Rarity - R

Review Date: 12.07.06

Average Card Rating: 4

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


Tide of the Deadly Combat

Pros: Heal Your Ninja
Injure Your Opponent’s

Cons: Could Injure Your Ninja
Could Heal Your Opponent’s Ninja
Turn 5 Drop

This has become one of my favorite cards as of late. Late in the game you’re throwing what ninja you have at your opponent as chump blockers and then suddenly you top deck this. Suddenly your field looks awesome and your opponent is looking to see if they can dig their way out of a hole. This can be even better if you combo this with underrated Fourth Hokage by injuring all ninja on the board and dropping him to heal all of yours. Can you say face? By far this is one of my top five cards in the game right now because of the amazing advantage it can create.

Constructed: 5/5
Limited: 5/5 (Huge advantage if you happen to pull a Fourth with it in a Fire/Lightening build)
Art: 3/5


Hey to all faithful Pojo readers, welcome to another Naruto COTD, with your host...me! -Hears crickets- Sorry I wasn't able to post recently, but finals are kickin in nowadays, and I'm pulling some all nighters. Today we're reviewing a rather interesting card:

Tide of the Deadly Combat-Rare Fire Mission; Costs: 5-1
Target: (1) Every Healthy Ninja
(2) Every Injured Ninja
Effect: Injure target (1). Heal target (2).

This is a rather intersting card, seeing as how it affects both players' Villages. Waiting till turn 5 is a bit of a stretch, but the effect may come in handy. Every Ninja is targeted by this Missions effect, as it does not state that only YOUR Ninjas are affected. To be able to put a good ol hurtin on the Ninjas that are healthy, to heal your wounded ones, is a great effect actually. It could backfire though, and that's a major drawback. What if you don't happen to have any injured Ninjas, or just a couple? This card could be the downfall of your Battle, but on the other hand, if most or all of your Ninjas are injured, then this card saves them, and injured your healthy NInjas, a small price to pay I'd think. Don't go around throwing this card in every Fire deck though, you need to not only time it, but fit it in as well.

Constructed: 3/5 (Choose wisely....)
Limited: 3/5 (Might save ya, or end ya)

N. Jolly

Tide of the Deadly Combat

The Good

-Massive Field Altering
-Turn Cost

The Bad

-Not always useful

It's N. again, this time with one of my favorite cards, Tide of the Deadly Combat. Now this is probably the best Fire mission in the game, and one of the best missions overall. For just a simple fire charge, you can completely change the board, and no ninja is exempt. You can take your field of injured ninjas, and turn the game around in a huge way, and keep your opponent on the defensive at the same time. But with most great cards, it has to be used wisely. Dropping it too early and you won't get the full benifit, which is why it being a turn five card is great. It makes sure you're going to injure something that really matters. With a card this powerful, you can really make your opponent think twice about attacking, less that team he just completely defeated becomes healthy while his team gets injured.

Constructed 4.75/5
Limited 3.5/5


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