based on a 1 to 5 scale.
1 being the worst.
3 = average.
5 is the highest rating.
Another day, another mission. This one could be good
for Fire decks. Another Way lets you have another
turn after ending the present one. Sure, you can't
activate any missions (neither can your opponent),
but it has no risky side effects (such as discarding
your whole deck or something like that). This card
can be good for when you want to score the big kill,
since it is a late-game card. Try it and see.
Art: Sweaty Emo!/5
Another Way M-259
Today we have another possible game-winning mission.
Fire really died down considerably after the errata
of The Third Hokage APW and The One Who Inherits the
Will. Another Way offers fire decks a good chance
to build back up and/or seize victory. On the down
side I think this is the latest turn mission I've
ever seen. If you draw it early it's more than
likely going to become hand cost for some early turn
For Constructed this card is going to help Fire.
With more support coming in the Chosen set we may
even see a rise in Competitive Fire decks. It has a
lot of combo ability with Kakashi [Early Settlement]
and [The Worst Outcome] to build up cards and battle
I'd try this deck with the old Deep Forest Creation.
If you thought 2 turns in a row was excessive why
not go for 3? As long as you can build up enough
draw power to run a high cost earth jutsu of course.
For Limited this card is not the worst choice, but
unless you're trying for a fire deck probably better
to let it go. Although a lot of limited matches tend
to go a bit long, it's primarily because of how hard
it is to pull the elements needed.
Another Way. The second
turn 6 mission card in the game. And it has quite an
effect. You get an additional turn after the current
one, and neither player can use mission cards during
that extra turn. That means you can't just string 3
of these together and have a total 4 turns in a row,
but that also means you're opponent can't play any
counter missions like Caged Bird during that extra
turn. The only problem is, if you're losing this is
just stall, and you have to wait until turn 6 to use
this card. If used in the right deck(likely
mono-fire), it can be a game-ender, otherwise it is
always nice to get an extra draw, deployment and
Constructed:3/5(4/5 in mono-fire)
Limited:3/5(This could be just the break you need,
but again, late turn cost)
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