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Power of State 2


Review Date: 04.09.08

Average Card Rating

Constructed: 4.50
Limited: 2.00

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

Beastly Mage

Power of State 2

This mission is the heart of the new Sound Ninja decks. Being a Super Rare it's a bit hard to come by, but with this mission you can make that deck run better. OK, so, you can find State 2 jutsus by discarding two chakras. But the real kicker is that this card works with the State 2 Sound Ninjas. Remember, each of them gets +1 Turn and Hand cost when this card is not out.


Limited: 3/5 (if you can draft enough State 2's)
Constructed: 5/5 (State 2 deck)
Art: Welcome to Jurassic Park/5

Alucard of the Abyss

Today we continue Mission week with another Mission from Battle of Destiny. Today's Mission is one of my favorites from the set. Today we get to Power of State 2.

It's a turn 2 Mission that makes Sound 5 decks pretty playable. Not top level yet, but it gives them potential. Now besides the effect, the Mission is important because the State 2 Sound 5 need this in play or they get +1 to thier turn and hand cost. That automatically makes it important if you plan on using a lot of State 2 Ninjas or multiple copies of Kimimaro [Assault from Behind] or [Most Powerful Pike] because it makes his hand cost 1 instead of 2. Now onto the effect, it's a pretty decent one. You drop two Chakra to search your deck for a Jutsu with "Requirements - State 2" from your deck and add it to your hand. The downside to this effect is you have to bog your deck down with character specific Jutsu and you are dropping Chakra you can use to play the Jutsu to get it. Now there are some of the State 2 Jutsu worth playing (Fierce Rip immediately comes to mind) but for the most part you will be using this for the name of the Mission itself rather than it's effect. Now for some combo potential you can use the new Orochimaru from The Chosen that can play Water Jutsu with a Jutsu cost of 3 or less regardless of requirements and start tossing out those Fierce Rips and Clematis Dance: Flower/Vines without needing the State 2 Ninjas in play. Basically Power of State 2 goes in Sound 5 decks and nowhere else.

In Limited it's basically bad. The chance of pulling Power of State 2 plus more than 1 State 2 Ninja to abuse it with are pretty high. Pass this over in Limited.

The art is pretty good. I've always thought Kimimaro's dinosaur form was one of the better looking State 2 transformations.

Constructed: 4/5 (in Sound 5 only)
Limited: 1/5 (not good here)
Art: 4/5 (very cool)

Tomorrow we get to my favorite Mission card in Battle of Destiny. It's an oddly named Mission and my review will reveal the reason behind it's odd name. Be sure to check it out.
Wyatt Power of State 2.  It is hard to review this kind of card, it is garbage in the average deck, but almost a staple in its own deck.  Anyway, it is a permanent, which helps, since you'll want this card out the whole game.  It allows your State 2 Sound 5 ninjas to come into play on their printed turn and with the printed hand cost.  Making them much better.  The effect of the card itself can be useful, since water can generate a lot of chakra with Bingo Book, AoUR, The Sound Ninja Five, etc.  It searches out a State 2 jutsu for 2 chakra.  A somewhat self-defeating effect, since you need chakra to pay a jutsu, but as I said before, water can generate a lot.  With the new Orochimaru that can use any water jutsu of cost 3 or less regardless of requirement, this effect might see even more use, since now you can have 2 different ninjas in a deck who can use Clematis Dance:Flower, Arhat Fist, Spider Bow:Fierce Rip, and possibly 3 who can use Summoning Rashoman.

Constructed:5/5(Sound deck only)
Limited:1/5(hard to pull this and a state 2 sound ninja, and the jutsus).


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