based on a 1 to 5 scale.
1 being the worst.
3 = average.
5 is the highest rating.
No Talent Whatsoever!
Now this card could make your opponent sweat a bit.
If in two turns the selected Ninja doesn't use a
Jutsu, that ninja is toast. In Chakra Control decks,
this could be quite good, particularly to get rid of
big hitters or other pesky Ninjas getting in the
way. This is even better in Limited, since sometimes
Jutsus are kinda hard to come by. Try it and see.
We have here with us a rather fun mission card "No
Talent Whatsover!" Personally, I like this mission
card. It's not much for the competitive realm, but
in casual play and fun decks, it's great. What keeps
it from being competitive is that last bit: "before
this card is moved to your chakra area by removing
the last ninja coin on it..." because then you could
combo it with Anko/Sandayu/Kabuto and instant kill a
ninja. However, since it has that little negator
there, we can't do that, and that's why this will
only see play in casual decks. It's best to attach
to someone who won't be playing a lot of jutsu, but
happens to be annoying you, like Gaara TN, Formation
Shikamaru/Ino the Shikamaru & Temari platoon. Other
than that, not too many ninja will be hurt by this,
especially Jonin and higher rank ninja. Lightning
has better missions and jutsu to use in this slot as
well. Art on this isn't my favorite, but it is
Competitive rating: 2/5
Casual rating: 4/5 (It's always fun to kill your
buddies ninja with a mission.)
Art Rating: 2/5
No Talent Whatsoever!
My bad for missing the last two
COTD. Tuesdayʼs card is a very interesting Lightning
Mission. Wait a couple of turns and you might be
able to take out an opponentʼs ninja. However this
card may not appear as steady as it seems. Being a 2
turn permanent mission allows your opponent time to
plan and retaliate. The problem with this card is
when you use it against a card of great threat, they
will most likely want to use a jutsu anyways. For
example, if youʼre up against a fire deck and plan
to No Talent a Kakashi, chances are that theyʼre
able to trigram or sharingan eye to counter this
card. Also 2 turns may seem short but itʼs quite
lengthy. There is the turn you play the mission,
your opponentʼs turn, your turn, your opponentʼs
turn, AND THEN it dies. Thatʼs a total of 4
individual turns. If you're in a losing situation,
this card takes way too long to change in the field
in your favor. In closing, I see this card having
use but I also see the negative aspects of this card
that makes it a little bit unplayable.
On a different note, this is
Gencon/Sannin week so tomorrows COTD will be the
last one for this week. I will also be competing in
Sannin, representing the Sand.
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