based on a 1 to 5 scale.
1 being the worst.
3 = average.
5 is the highest rating.
Another mission that can help at times, but not all
the time. Kaguya Clan boosts the entire team you
just selected by +2/+2. That can be good, if not
great. Problem is the second effect: the selected
team can't block during the next turn. Not so good
if you only have one team out. But, if you got
Ninjas to spare, go for it. Now, there's something
I'd like to say: What's with the weird hairdo on the
Kaguyas?! They look like mutants with Mickey Mouse
ears! That aside, this card could be good for Water
decks (as if they didn't have enough good cards).
Try it and see.
Kaguya Clan. Turn 4 Water mission. This
is a risky card. Although it can pump a team
up to +6/+6(or 6 team power), it also makes that
team unable to be sent out to block on your
opponent's next turn. If you have a few chump
ninjas, you can organize a team with them and target
a ninja in that team, so that you can send out 1
more 5+ team power team, likely to try and get as
many BRs as you can. However, this card should
only be used to end the game, or if you have plenty
of other teams, or your opponent has very few battle
rewards, because if you only have like 1 other team,
your opponent is very likely to try and capitalize
on the situation and send out a bunch of teams to
quickly grab battle rewards. Never use this
card against tempo, or a wind deck.
Constructed:2.5/5(If you can find a way to
consistently use it without worrying about your
opponent retaliating(DFC?), add 1.)
Limited:2/5(The need for strength is greater here,
but the chance that you'll have few other teams, and
your opponent attacking after you use this is even
Copyrightę 1998-2008 pojo.com
This site is not sponsored, endorsed, or
otherwise affiliated with any of the companies or
products featured on this site.
This is not an Official Site.