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Pojo's Naruto Card of the Day

Image courtesy of bandaicg.com

Recovery of the Village

Card Number: M-189

Review Date: 06.20.07

Average Card Rating

Constructed: 1.50
Limited: 1.30

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


Recovery of the Village

If your opponent already has 7 battle rewards, it's probably to late to stop them just by being able to play high level ninjas. Theoretically, you could let them get battle rewards, but by the time this thing would be useful, you'd almost be able to get them out anyway.

Hmm... how many cards let both you and your opponent get rewards? ...Probably not enough to make it worth making a deck out of.

Limited/Constructed: 1.5/5


Thursday's card is Recovery of the Village, an Earth Mission that hits at Turn 2 and lasts for 3 Turns as a Permanent Mission. With this card, all your ninjas become 0 drops as long as your opponent has seven or more Battle Rewards. If they have that many Rewards by Turn 2, you are more than likely going to lose. If they have that many Battle Rewards, you're more than likely not going to come back unless you yourself have a good number of Rewards. The card has a powerful yet risky effect that ultimately falls short of being playable.


Beastly Mage

Recovery of the Village (m189)

Today's card is one that is a bit situational. If your opponent has seven or more rewards, every Ninja in your hand gets an entrance cost of 0. Problem is that this card only lasts three turns. But, sometimes you only need two or three turns. Still, it's not really that good.


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


Today we get to look at another card featuring my two favorite old farts, Recovery of the Village. Just like the Senior Advisors, Recovery of the village also sucks. It’s a turn 2 earth mission (so you all ready know it sucks, come on Bandai, give earth a break) that makes every ninja in your hand turn cost 0. Wow, if your opponent has 7 battle rewards by turn 2, you’ve already lost. Even if it takes them till turn 4 to get those 7 Brs, you’re going to have no ninjas in play and lowering the turn cost of the ones in your hand won’t do any good. This card just has zero applications, it’s a crappy Inari, hell, I makes me wish Inari drowned instead of getting rescued by that stupid hero guy. This card sucks, it has absolutely no uses, it’s almost as bad as Gathering Herbs.

Limited: 1/5
Constructed: 1/5
Art: 1/5 (“Under these Circumstances, the highest priority must…” Come on old man, circumstances, priority, I’m playing Naruto not studying for the SATS. Let’s keep the words to a two syllable maximum).

Darth Sideous


Yipee! It's another partial permanent mission for earth again today. We are looking at Festival. It allows both players to use up to 2 Mission cards per turn for 3 turns. There are cards like this for other elements, but it won't always help you. This card will give your opponent the advantage since this is a mission, which means after you play it you can only play 1 more mission, while your
opponent can play 2. There aren't too many Double Mission combo's that would give you the advantage, and there's also not many times when you will have a load of missions in your hand. Like yesterday's card, I believe this card is a bit situational as well and it could lead to your opponent having the advantage over you when you're the person who played the card.


Constructed: Too Situational... 2/5
Limited: Same as Above 2/5
Art: Naruto is in his first real party!!! 4/5

Darth Sideous Out!


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