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Origin of the Legend


Review Date: 10.06.08

Average Card Rating

Constructed: 2.50
Limited: 1.50

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

Beastly Mage

Origin of the Legend

Welcome to another week of Reviews, Naruto Fans. Today's card is Origin of the Legend, a card that has seen play since it came out thanks to the new Sannin cards that came out in Set 10. Making their hand cost equal to 0 is good, and giving them growth is great as well. This works well with the young Sannin cards since their hand cost is 2, plus any other Sannin as well. Even though this works for two turns only it can still help a lot. Try it and see.


Limited: 2/5
Constructed: 3.5/5
Art: Hey, Orochimaru's not so creepy!/5

4th Place at
Sannin 2008

2008 Sand
Village Kage
Origin of Legend

We start this week with a mission that makes deploying Sannins a breeze. If you use this card, itʼs best to capitalize on the mission's effect and deploy 2 Sannins. Turn 5 deploy Jiraiya and turn 6, deploy Orochimaru. Now thatʼs a pretty scary team right there. But room for missions is already tight as it is. And the mission itself doesn't provide hand or field advantage. I could be wrong but to me, this mission doesn't seem that great.

Rating: 2.1/5
meemaas well...lets get right to this...origin of the legend is a three turn mission, obviously, that lets you play any sannin without a hand cost and gives them growth on top of that...now this is a good card if you choose to run the young versions of the sannin, because it lets you play them without a hand cost...or does it? this card is only a boost if you really want to growth your sannin in normal decks, or if you run more than just one sannin by making the hand cost easier to bear...

constructed 2/5
limited 1/5 regardless of whether or not you get a sannin to play with it



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