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								Kurenai Yuhi 
							
								Leaf/Jonin/Female/Mental Power 1 
							
								Element: Wind 
							
								Combat Attribute: Genjutsu 
							
								Entrance Cost: 5 
							
								Hand Cost: 1 
							
								Effect: Reliable Comrade 
							
								Effect Text:  Valid: While this Ninja is in the 
								same team as "Asuma Sarutobi," it gets +0/+1. 
							
								Power: 5/3 Healthy, 2/3 Injured 
							
								Rarity: Uncommon 
							
								  
							
								SmittySensei here to review one of the Rookie 
								Nine's Jonins, Kurenai Yuhi (Reliable Comrade) 
							
								  
							
								My first impression of Kurenai is the same as my 
								first impression of Asuma (Reliable Comrade), 
								and that is great in a mental deck. Not only is 
								Kurenai one of the best elements for mental 
								power, she is a decently powerful card with a 
								small mental power to add to a mental deck. The 
								great thing about Kurenai and what has made her 
								one of the most popular cards in any deck is her 
								high support, even when injured. The new 
								incarnation of Kurenai lives up to her 
								predecessor's standards of support, but 
								ultimately fails due to two drawbacks, one being 
								her entrance cost and the other being her new 
								hand cost.   
							
								  
							
								What made the other Kurenai so great (as I said 
								before) is that she was runnable in almost any 
								deck due to her lack of an entrance cost and a 
								turn 4 entrance spot. No hand cost meant she 
								could be run in any deck type, but this Kurenai 
								loses that advantage because of the need of a 
								specific element (which in this case is wind). 
								The other great thing about the original Kurenai 
								was the fact that she was a turn 4 Ninja, which 
								is a turn that usually doesn't have much going 
								on in the way of Ninja, and being a turn 4 also 
								is useful because it adds bulk to your deck and 
								improves the tempo by livening up a dead spot in 
								your drops.   
							
								  
							
								The good of this card is her effect, which if 
								used with both of the reliable comrade cards (Kurenai 
								and Asuma) makes a team total of 11 with two 
								ninja, which is a great total. 
							
								  
							
								In all, I think that if you're going to run the 
								Asuma/Kurenai combo, I would personally run the 
								vanilla Kurenai and the new Asuma. This opens up 
								your five spots, and gives you more room for 
								better ninja. Still, this Kurenai is a nice card 
								that, depending on the deck, can be a great 
								help.   
							
								  
							
								
								Scores 
							
								Constructed: Mental 3.75, Normal 3.0 
							
								Limited: 4.0   
							
								Art (not counted in final score) 3.0 
							
								  
							
								Overall score: 3.50! 
							
								  
							
								Thanks again guys, and have fun! 
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