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Pojo's Naruto Card of the Day

Image courtesy of bandaicg.com

Changes in Pairings

Card Number: M-144

Review Date: 03.14.07

Average Card Rating

Constructed: 3.67
Limited: 4.40

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


Changes in Pairings

Another day another card.

The advantages of this card are that you can either do some damage to some of your opponents weaker teams (if they choose to block) or get a few battle rewards. Also it is turn 2, which is early on in the game, which is good because your opponent will most likely only have 1 or 2 teams.

However there are better missions out there.

My advice is that this is a card which shows a lot of potential. Try it out.

Constructed: 4.5/5 (wind)
Limited: 5/5
Art: 3.5/5


Wednesday's card is Changes in Pairings, a new Wind Mission for Revenge and Rebirth. Four cards this week are Wind cards and Changes in Pairings gives Wind a new Mission. This card prevents a team from being sent out to battle this turn, useful when you're attacking and want to get an extra Battle Reward or two with a weak team that would otherwise be annihilated. For Wind players that have played Pass Permit, this card seems like a vast improvement over Pass Permit although its purpose is basically the same. I have a decent Mono-Wind deck that runs two of these and these are especially good if you want to punch Baki through but he's staring at a much stronger team.

Limited:4/5(when getting Battle Rewards easily matters a lot)
Constructed: 3.5/5(It's not End of the Demon, but it's good at what it does)


Changes in Pairings

this card is almost broken but it is super good you can use it in so many different ways its like a mini pass permit but youll most likely use it to stop there 3rd, kabuto, or their biggest team


St. Yuriy

Sorry for missing yesterday guys. On to today's.

Changes in Pairings - Wind - T - 2 C - 1
Target: 1 of your opponent's ninjas.
Effect: The target's team cannot be sent out to battle during this turn
I like the effect, short and sweet. Turn 2 so if they only have a few ninja or just 1 strong team, then you can get by that team. and score on a weaker team or a BR.

Constructed - 3.5/5.0 (It is good, but there are better choices.)
Limited - 4.0/5.0 (If you draft this you should probably run it.)
Art - 2.0/5.0 (Kinda dull.)

"Anyone can snap her fingers and yank a soul. I prefer to kill creatively."

Beastly Mage

CotD for 3-14-07

Changes in Pairings (M114)

Beastly Mage reporting in once again. Today's card is Changes in Pairings. This mission is pretty good. Early game it can help you score a victory if your opponent's got only one team out and you have more than one. Problem is it only lasts one turn. Still, it's quite good.


Constructed: 3/5
Limited: 4/5


Changes in Pairings

Hmm... it's stall, and not that good stall. Use it late game and they'll likely just send out a chump blocker. It does seem, however, that if they have only one team (i.e. early game or after Wind Style-Great Breakthrough) that you might be able to attack their village directly. Since it's wind, this isn't an entirely unreasonable situation. However, this card is still pretty situational, and there are much better missions (i.e., another copy of one morning) that could take its place.

Constructed: 1.5/5
Limited: 1.5/5


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