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Pojo's Naruto Card of th Day

Sakura Haruno

Card Number: 069
Rarity - Uncommon

Review Date: 9.08.06

Average Card Rating: 3.7

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

dust2dust Sakura Haruno [Determination]

-free kunai

-weak stats

Today we review my favorite version of Sakura so far. You should see this card in wavy foil, I think it’s the best looking one so far. Anyways back to the review.

First thing is first, she has 3 mental power. That’s second best out so far. Unlike Shikamaru with is 4 mental power, she has a good effect too. If you injure her, you get a free kunai. This is most likely to be used only once. What’s nice though is that she still has the extra 1 support after she’s injured, along with her mental power. Truly can fit in both physical and mental decks.

With all that, she is a turn 1 ninja, with makes her less attractive. She also only have 1 support, with really don’t help much.

Compare to others with 3+ mental power, like Shikamaru, Orochimaru, or 3rd Hokage, she is just as good. She has an effect unlike Shikamaru, she stays on the field, unlike Orochimaru, and she is easy to get, unlike 3rd Hokage. What mental deck wouldn’t want her.

So if you are going for the mental side, pack 2 or 3 of her. Get her as the wavy foil as a bonus.

Constructed: 4.0/5 (mental), 3.0/5 (sideboard)
Limited: 2.5/5
Stegy To end the week we look at Sakura Haruno [Determination].

Constructed Review: What a lot of people like about this Sakura isn't her stats, nor her ability--it's her Mental Power. She currently is tied with the second highest Mental Power in the game (Coils Third Hokage has 3 as well, but Shikamaru [Formation!] still wins with 4MP).
Since a lot of Mental cards are Wind, Sakura fits right in. Don't get me wrong--her ability is nice too. You can Injure her to make her a 2/3 (+2/+2), but I would only use that in clutch situations.

Constructed Rating: 3.5/5 Only because Mental Decks are currently one of the best decks around (when played right) and Sakura pwns in them.

Limited Review: Well, she's a Turn 1 0/1, 0/1, which really isn't bad.
Her ability is really nice here as I've said before: Pumps win games in Limited. If nothing better I'd nab Sakura, even if I'm not playing Wind.

Limited Rating: 3/5 ONLY because of her ability and stats.
Playdoh Dude Sakura HAruno [Determination]

Amazing. This is just as amazing as Temari. 0/1, 0/1 is amazing, do difference if she's injured or not. He effect is amazing too: +2/+2 for injuring her. This makes her a 2/3 on Turn 1. Add that with a 3 MP and Wind element, and you have one of my favorite cards.

3 MP makes her a staple in Mental Decks, and also in any deck running Wind.
Her being Sakura allows her to use Sakuras Decision and Inner Sakura to the fullest extent. Probably the best Female ninja, with Temari about
.000000000001 point behind her, but I do prefer Sakura over Temari, although I would run them both. :)

ART: Best Sakura art yet: 4/5.
COSTRUCTED: 4/5. If you want hand control go Temari. You want raw power, choose this baby.
LIMITED: Play it! You'd be lucky to even pull one or two here. Or at least I would. I had to buy BILLIONS of packs before even getting a set of her.

See ya' in 2 weeks!
Beastly Bruin Beastly here, after a two day break...

Sakura Haruno [Determination]
Element: Wind
Turn: 1
Power: 0/1 (Healthy) 0/1 (Injured)
Combat Attribute: Weapon
Leaf | Genin | Female | Mental Power: 3

Effect: You can injure this ninja during the exchange of jutsu to give it +2/+2 this turn.

Useful. Sakura's mental power makes this card playable by itself. Add in a powerful Element and pinch-ready effect, and you have a wonderful card.

Her support is rather low for a 1-drop, but everything else about her makes up for it. It's a bit of a drag that her effect only lasts one turn, but it's manageable. The effect, itself, makes it impossible for it to be valid, and you'd have to heal her in order to use it again.

She warrants a spot in any Mental deck, and she can be splashed to have some defense against Mental decks (even if she's just sided). Wind decks are a given.

I like this card.

As far as the effect goes, you have to time it right during the jutsu step, and a simple Escape Jutsu ends it before it begins, but a built in power up is nothing to scoff at.

Constructed (Mental/Wind): 4.2/5 (Too vulnerable to Escape Jutsu, and low base support for her turn)

Constructed: 4/5

Limited: 4.8/5

Art: 3/5

Apprentice of Anubis

We wrap up the week of reviews this week with one of my favorite versions of Sakura, Sakura Haruno [Determination]

This card, like so many others has that little “I’m more powerful Injured” thing going for them.

A quick rundown of the Pro’s is pretty straightforward. With a total Mental Power of 3, she makes herself VERY welcome in Mental Power Battle decks. Her effect, making her a 3 support for one turn is VERY cool indeed, and the fact that she’s a turn one with Jonin-esk support stats with it makes her valuable to almost ANY deck.

The only Con we can really have with this card is that it’s a one-time deal unless you happen to have a re-usable healer on the field (Hinata Hyuuga [Gentle Heart] or The Third Hokage [Village Governor]). Even with that, she’s a 1st turn drop that can become a 0/3 for a turn. Who CAN’T like that?

Constructed: (Gasp, Dare I say it…) 5/5

Limited: 4/5 (I give it a lower rating here because it’s chances of coming around to you are slim to none. But if you do so happen to get this card, for the love of all that is holy, USE IT!)

Art: 4/5 (I dunno. Short-haired Sakura just seems a bit cooler to me, even though she has the personality of a rock. :D)

‘Till next time. :D


Sakura Haruno [Determination]

Now then, this is an interesting effect. Turn 1, Mental 3, 0/1 - 0/1. These are decent stats. Her effect lets her injure herself and go to 2/3 - 2/3. Also, if you heal her mid combat (Senbon) she keeps the bonus AND you can use the effect again for 4/5 - 4/5. Mostly she's wind Tech, anti-mental combat sideboard or mental combat maindeck.

Her stats, unlike all the other Sakura so far released, don't suck. Her Mental 3 makes her invaluable to Mental combat decks as her and Shikamaru makes most teams wimper at their awesome brains. She's a nice throw in but better in a deck with some focus on her.

Sakura Haruno rating - 4/5
Constructed (All) - 3.5/5 (4/5 for Mental and Wind decks.)
Limited - 4/5 (Ninjas are hard to get, this one is good.)

-Heartless Omega-

Sakura Haruno
Leaf|Genin|Female|Mental Power: 3
Turn 1 Cost 0
Healthy stats: 0/1
Injured stats: 0/1
Element: Wind
Rarity: Uncommon
Combat attribute: Weapon
You can injure this Ninja during the Exchange of Jutsu to give it +2/+2 during this turn.

This version of Sakura is very handy in a deck that requires boosts of Support. Okay, her stats aren’t that impressive, injured or not. But, her effect really packs a well-needed punch. By injuring her during the Exchange of Jutsu, she receives a +2 Combat and +2 Support. So, whether she is the Head Ninja or the Back-Up Ninja, the Team will get a good boost of power. She fits well in a Wind deck as well (I would aim towards a Sand Deck.)

Another good feature of Sakura is her Mental Power. Although she is a Turn 1 Ninja, she has a Mental Power of 3! This is helpful when you need to perform a Mental Power Battle. This card works wonders when combined with the “Ninja Info” Jutsu card.

Of course, not all cards are without their flaws. The bad thing about this card is that you can only use her effect when she is Healthy. If she’s already injured, her effect becomes pointless. You can try to build a deck that keeps your Ninjas healthy, so you can effectively use Sakura’s effect when you need to use it. Not a bad card. I like the potential in this card; I wanna try her in my Taijutsu deck. Try it out yourself; you might like it.

Constructed: 3/5
Limited: 4/5


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