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Power of Youth


Review Date: 07.12.07

Average Card Rating

Constructed: 3.85
Limited: 2.83

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


Power of the Youth

Oh. Dear. God. The swarming potential... Get out as many turn three or less (not even limited to Genin!) ninja as possible, separate into individual teams, and SWING FOR THE WIN!!! Your opponent can only block three at best... We even have stall cards for it. The potential is endless.

5/5 in its own deck


Thursday's card is a Mission from Eternal Rivalry called The Power of Youth, an Earth Mission that could see play for certain decks. This card comes out at Turn 3 and allows you to send more than three teams out if you control only ninjas of Turn 3 or less. It comes out at the perfect time, but more than likely you'll only get one use out of it. This card is okay in concept, but you'll won't be able to send out a whole lot of ninjas out unless you run some Genin rush deck or something using Ninja Academy to play more than one ninja at a time. If you can make it work somehow, I can see this being good, but it would need a deck built around it.
Limited: 1/5(there won't be a good enough way to abuse this)
Constructed: 2/5(someone may attempt to make a fun deck around this)

Beastly Mage

Power of the Youth (M-US020)

Another day, another card. This one is an US exclusive mission. Power of the Youth allows you, for two turns, to send out more than three teams out to battle as long as their entrance cost is equal or lesser than 3. Genins, Chunins, and Special Jonins come to mind, since their entrance cost tends to be of 3 or less. This card is excellent for decks based on Ninjas with those ranks (such as Mental Power decks and others). Try it and see.


Limited: 4/5
Constructed: 4/5
Art: 3/5 (Why is Kiba's face covered?!)


Power of the Youth is a turn 3 earth mission that will definitely see heavy play in Tempo decks, where the goal is to play as many ninjas as possible and swarm your opponents, taking many battle rewards before they can get their jonins into play.

With this mission, you can gain a ton of battle rewards. If your opponent only has 3 teams, and you split up your 7 ninjas into their own teams, that's 4 battle rewards.

And it's a permanent (2) meaning you get to send out more than 3 teams for 2 turns into a row. Score several BRs, force your opponent to split their teams so that their ninjas can go head-to-head with yours, and then put your teams back together to crush/injure your opponents single ninjas.

It's somewhat conditional, and better suited for late game when you have many ninjas, which Tempo doesn't like too much. However on turn 3 when this mission is legal to play, you should hopefully have 4 ninjas, and your opponent should hopefully only have 1 or 2 teams.

In limited, it's awesome. There isn't much mission negation going around, games tend to last longer without stuff like Chidori to end battles, and 7 BRS shouldn't be hard to get at all. (assuming you get this during the Eternal Rivalry Premier)

Constructed: 4/5
Limited: 5/5
Art: 3/5


Today we look at Power of Youth, the card that just might make Wind/ Earth Tempo the new Meta. PoY is a turn 3 permanent (2) mission that allows you to attack with as many teams as you want as long as you have no 4 drop or higher ninjas in play. Though not that incredible on turn 3 when you’ll only have 4 ninjas, on turn 4, 5, or 6 this card can be game winning, especially since it lasts 2 turns, allowing you to drop a Changes in Pairings or Pass Permit with it in play. Even better, it can be paired with Emi, spelling almost certain defeat for your opponent. Overall, Power of Youth is a great card that has the potential to really break tempo this set.

Limited: 2/5 (Not very much power outside of Tempo)
Constructed: 5/5 (Incredibly powerful earth mission, maybe meta changing)
Art: 3/5 (Meh)

Byakuya Kuchiki

Power of the Youth

Today we are looking at the Rare Power of the Youth Card. It's an Earth Mission that will definately see some kind of action next set. It allows you to send out more than 3 team to attack if you only have Ninja's of turn 3 or less. It's also permanent 2, which is pretty good as well. With the number of decks increasing in the Tempo area, this card will definately help you get some battle rewards even if you don' win all of the battles. I really can't complain with this card, I like it a lot and I plan on trying it out in my tempo deck.

My ratings:
Constructed: 4/5
Limited: 4/5


Hello all. It's Friday and you all know what that means. It is time for another Card of the Day. Today's card is a Lightning Jutsu called Head Butt. Cost 1 of anything, Requirements: 1 injured ninja Target: User and 1 ninja battling against the user. Effect: The targets power can't be added to their Team Power. I see a whole new use for Naruto Uzumaki (Nine-tailed Chakra). It could even be more useful with the Naruto(Overflowing Power) from this set.

Limited 3/5
Constructed 3/5
Art 4/5


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