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Pojo's Naruto Card of the Day

Image courtesy of bandaicg.com

Huge Difference in Ability

Card Number: M-182

Review Date: 06.19.07

Average Card Rating

Constructed: 3.30
Limited: 2.60

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


Huge Difference in Ability

When this first came out, it wasn't worth much; what did you have to fear from anything lower than Jonin-level jutsus? But now we have the sannins, and gains a... huge difference in ability. Punned. Anyway, if you run sannins, this lets you beat down on Kakashi, Itachi, any jonin you want with impunity; unfortunately, you still have to be careful that they don't, say, bounce your supporting Kurenai, etc.

Also a plus is that it only works for you and is a permanent permanent.

Limited: 2/5
Constructed 3.5/5 if you run several sannins/kages

Art: Why does everyone dress so stupidly in Naruto? Orange jumpsuit, flowery robes, and knee-high shorts... with tube socks. (PS: I know he's not wearing tube socks. Shut up.)


Tuesday's card is a new Mission in Dream Legacy, Huge Difference in Ability. A Turn 4 Water Mission, Huge Difference in Ability makes all your ninja unaffected by Jutsus used by ninjas of lower rank. By the time you pull this out, you'll be playing your Jonin level ninja. It'll matter more when Satoosa and Sanin come into play, but how much does it really do for you. It seems to be a pretty decent card, but not something you'll be replacing Bingo Book or Appearance of Unknown Rivals with. Not a bad card, more likely a sideboard if it ever sees play in a game-winning deck.

Limited: 2/5

Beastly Mage

Huge Difference in Ability (m182)

Greetings Naruto fans. Today's card is one that can protect your Ninjas from a few Jutsus. If your opponent's Ninja has a lower rank than your Ninjas with a higher rank, the jutsu won't affect them. Against Feedori Decks, it's a killer. It's a water card, so it can fit pretty well in Steam decks as well as mono-water decks. Try it and see.


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

Darth Sideous

Huge Difference in Ability

Today, we are looking at the permanent mission card called Huge Difference in Ability. It's a turn 4 Mission, and it's for one of the strongest elements out there which would be water. Its effect is pretty nasty if you can hit your drops effectively, and especially good when your opponent misses a drop.
The effect is nasty in the right deck, but most decks are based around a solid build up to the turn 6 drop, which means it might be useless, or it might be helpful. Either way, Huge Difference in Ability is worth a shot in testing out. It depends on some luck and skill play to play and have it work, but if does, you can be protected by those game changing jutsu's that you might not normally be able to stop. I wouldn't encourage relying on this card that much either.


Constructed: If you can pull it off... 3.5/5... However, most of the time it wont work.
Limited: 4/5, It can be nasty if you have a Jonin out and no one even got a Jonin.
Art: It has a nice touch to it 4/5

Darth Sideous Out!


Today’s card, Huge Difference in Ability, will see some play in today’s Meta as it fits in perfectly with mono- water. HDiA makes jutsu cards used by your opponents ninjas, not affect your ninjas of a higher rank. This card can be extremely powerful, making some teams completely untouchable from your opponent’s ninjas. This especially holds true in mono- water which has a large array of late game ninjas including Kabuto, Zabuza, 2nd Hokage, and Orochimaru. Often, Orochimaru would be able to drop a vortex worry free of getting trigrammed from any of your opponent’s ninjas. Overall HDiA is a somewhat situational card that has the probability of creating untouchable teams.

Limited: 2/5
Constructed: 3.5/5
Art: 1/5


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