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Pojo's Naruto Card of the Day

Image courtesy of bandaicg.com

Sakura Haruno, Errand

Card Number: N-189

Review Date: 05.23.07

Average Card Rating

Constructed: 3.20
Limited: 3.75

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


Sakura Haruno [Errand]
Leaf/Genin/Female/Growth/Mental Power 3/Wind
Turn Cost: 0
Combat/Support: 0/1, 0/1 injured

Effect: When this ninja is sent out to battle, draw one card and put one card in your hand on top of your deck.

Here we have a very interesting Sakura that could definitely warrant use alongside its popular [Determination] partner. This Sakura has the typical bells and whistles, with 3 mental power and 1 support when injured or healthy. The growth could be nice, but it should only be used on a healthy Sakura, since this one's effect is not Valid, which would have been very nice. As for the effect itself, it triggers whether you are attacking with Sakura in a team or are blocking, so it can do well to cycle the cards in your hand to look for better things. be sure to do it only once per "round" since you would otherwise keep drawing the same cards over and over, you must be able to draw futher in the deck to keep things fresh. I think this card could be used in Tempo decks to give a quick boost in the early game. Only time will tell.

Constructed: 3.5/5
Limited: 3.75/5

Until Next Time-Meb9000

Beastly Mage

Sakura Haruno (n189)

Greetings Naruto fans. Today's card is another version of Sakura. It gives you draw power but only during battle. Once you draw you place one of the cards in your hand on top of your deck. This means that you'll be doing the old switch-e-roo with your hand. I've tried this card and the effect comes in handy most of the time. She's a turn-0, plus she has growth and Mental Power of 3. She's pretty good, particularly for Wind decks, which thrive on draw power. Try it and see.


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

Smitty Sensei

Sakura Haruno
Leaf/Genin/Female/Growth/Mental Power 3
Combat Attribute: Weapon
Entrance Cost: 0
Effect: Errand
Effect Text: When this Ninja is sent out to battle, draw 1 card. Then, move one of the cards in your hand to the top of your deck.
Power: 0/1 Healthy, 0/1 Injured
Rarity: Uncommon
Hey everybody, life treatin ya good? It's SmittySensei here to review the third member of team 7 this week, Sakura Haruno.
My first impression of this card is that it's effect can either be a very useful one, or it could be a hindrance.Sakura's effect allows you to draw a card from your deck when she's sent out to battle, and then return a card from your hand to the top of the deck. This effect can be helpful by giving you draw power without sapping your deck, and it can give a real boost to your hand when you need it. The downside, though, is that you completely stall out your deck with repeated use. Imagine you play Sakura and attack with a bad hand. You use her effect and you get that card you've been waiting for to control the game. After happily dancing around and shouting booyah at everyone in attendance, you cycle back in a bad card from your hand that you didn't really want. Now it's your opponents turn and they decide to attack.You block with Sakuras team, and once again you draw a card and cycle one back in. The downside to this scenario is that the card you drew was the card you decked last turn, and it wasn't really a card you wanted anyway. Another problem with this is that it starts the vicious cycle of deck stalling, which can KILL you if you're in a tight spot. Now imagine that you let your opponent through for one battle reward instead of blocking.The battle reward they get is the one you sent back to your deck last turn, effectively letting you choose their battle rewards. That's a great advantage if you were going to let them through anyway, because you know you're keeping those cards you may need later and you're giving up one of your weaker cards that might not be as useful.
She's a decent kill card, but be warned that her effect will stall your deck for the one turn it takes to injure her.
I played a limited tourny against her once, and she held her own very well. As you may know, limited decks may have some bad cards thrown in for bulk. Sakura allowed my opponents to pick the bulk cards they wanted to give as battle rewards,and that gave them a slight edge by keeping their good cards decked.
In constructed she's a tricky pick. Most decks I've seen will include the same six 0 drops, (2 Sasuke, 2 Naruto, 2 Konohamaru) and I think she'll have a hard time nabbing a spot from them but with some thought she has the potential to be worth the spot.
One last thought, she has good potential for a mental deck. Just be careful to use your own mental power to avoid stalling out.
Constructed: 3.25
Limited: 3.5
Art ( not counted in overall score): 3.0 (nothing really special here)
Overall Score: 3.37
She's a decent card to run if you can get around her stalling tendencies.
Thanks for reading, and have fun my friends!!


Sakura Haruno [Errand]
When this Ninja is sent out to Battle, draw 1 card. Then, move 1 of the cards in your hand to the top of your Deck.

Turn 0
Turn 0 Support
Draw effect

Not worth a 0 slot

This week we are reviewing some of the main characters, today being Sakura. This is a decent version of her, and I've seen her work well in a deck. You send her out with a good ninja, draw a card, move the worst card in your hand to the top of your deck, then go onto jutsu/showdown.

Not saying this can be a lifesaver, but isn't that bad of a card. It has it's moments.

Art: 3/5
Combat/Support/Injured: 2/5
Effect: 4/5

Not bad, Sakura, not bad at all.

AJ Bisio

Sakura Haruno (Errand)

Today we look at Sakura (Errand), an ok card that may see some play into today’s Meta. Sakura (E) is a solid zero drop with an ok effect and fantastic mental. Whenever she is sent out to battle, draw 1 card than put one card in your hand on top of your deck, being, most often, the card you just drew. Sometimes her effect can be useful, when you draw the 8 Trigrams that saves you in the battle, or draw the chakra you need to pull of a 5 Pronged Seal (you should have Chakra of the Nine-Tailed Fox in play). On top of her effect she has three mental, just like every other (post PTH) Sakura.

The only reason why you wouldn’t run her (if you were planning on running a turn zero Sakura) is ASV who allows you to put the same number of cards in your discard pile into your deck as the amount of injured ninjas you have in your village. Some players are going to stick with ASV, and others (me included) who found ASV’s effect inconsistent at best, will move onto Sakura (E).

Constructed: 3/5
Limited: 3.5/5
Art: 5/5 (Get the angles Sakura!!)

m kk nnk

it is officially team 7 growth weak. Lol. Mental will love this card. I would love it if it said shuffle in or discard or put on bottom of deck. But it is basically like this let me draw and give my opponent that pooh card as a reward.

Destroyer of Sannin

This is one of the good Sakuras. Although only 1 support isn't much it can still be helpful. She's a nice boost to the wind arsenal, but Determination might still be the Sakura of choice. She can help Mantal Power decks a lot, since a turn 0 ninja with 3 Mental Power can make a huge shift towards your favor. She'll be great tech against Mental Decks to. Being a kunoichi can make use of a few cards. Wind also gets a boost from this. Although it's not very helpful, she does have growth.

That's all powerful and I haven't even gotten to the effect yet. Being able to pitch cards back to your deck that aren't useful and being able to draw a fresh card before that, can make sure you have just what you need. Also if you don't like your draw with this card just put the card you drew right back in your deck. This card can almost ensure you a victory if you can keep it healthy for the whole duel.

Constructed: 4.5/5 (boosts any deck, especially wind and mental power)
Limited: 4.5/5
Art: 1.5/5


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