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Exclusive Series #13 Preview:

Trap
 

#J-491
 

Review Date: 04.14.09

Average Card Rating

Constructed: 1.80
Limited: 2.75

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


Beastly Mage

Today's card is an interesting one. Trap is a good counter in many cases, but not all. Giving damage is good in pretty much any deck. Sure, it's got rank requirements, but it can still help in limited. Though there are better options in constructed. Not much more to say, I'm afraid.

Ratings:

Limited: 2/5
Constructed: 1/5
Art: =\ /5


Nick

2008 Stone
Village Kage
 Trap

Well, yet another water jutsu water just doesn't have room for. When water is loaded with plenty of other instant damage and removal, who is going to use space for this card? I sure won't. Besides that, it has a requirement of chunin or higher as a water card...pointless. So, unless you are running Demon Brothers, you won't be using this card until turn 4 when your jonin start popping out anyway. In Limited though, it might actually see some use especially as the Sasuke starter is half water from what I hear. Damage is pretty nifty in limited, but water just doesn't have the room for yet another lackluster jutsu. This seems like it would be better suited in earth in all honesty.

Limited: 3/5
Constructed: 1/5
Matthew Low 4/14 Tuesday - Trap - Jutsu - Water

This card seems like a reverse Paper Bomb in a sense, dealing a damage IF your target uses a jutsu. While it's a very cheap jutsu for nice damage, it's also very situational. I'm generally not a fan of cards that require your opponent to do something. It'll likely surprise your opponent when you use it the first time, but after that it's quite easy to work around. Water has a good amount of users, but you can't toss out dropping it against Shadow Clone users early, which is important.

It's a nice card because it's cheap and it's damage, but it relies on your opponent. I'm just not a huge fan of that, but I can see it seeing limited play.

Constructed: 2.2 out of 5.0 (Cheap, situational damage.)
Limited: 1.5 out of 5.0 (Unlikely.)
~matthewlow
The
Poo
Toucher
Todays card sure is a funny one, good? Not so much, but very funny. Today we preview Trap from set 13

For 1 chakra along with chunin rank you can give 1 damage to a ninja battling against the use if they use a jutsu card. The upside to this is when going against the mass pump decks like tenten you can chain Trap at the end to give 1 damage or even kill the ninja spamming night attack.

Personally, I would've considered this card if the target was all ninjas battling against. I might've even played it as a 1 of if it had 1-2 extra cost, just because of what jutsu cards are doing in this meta, which is everything. (the days of Gaara-shika-cho dominating seem long behind us now) but as it is, get ready to pull this and then never see it again as it goes to the shoe-box.

Constucted: 1 out of 5. Pretty under-whelming for a ranked jutsu

Art: 3 out of 5. Aw man, Iruka is "traped" in a hendrix inspired trip!

Until next time, this is the poo toucher
That Guy

Trap

I've trapped you all...in this review, muhahahahaha. Today's card is actually named Trap, which by it's effect is fitting. Trap is basically water's version of lightning's Exploding Tag. It works in the reverse of Exploding Tag's effect, where as if you did not activate a jutsu you would be injured, this card makes your opponent get injured if they activate a jutsu. The problem I see with this card is that the jutsu's effect has to applied in order for damage to be dealt. This means you can't just deal out injury and negate the jutsu, you have to let it happen then cause injury. The fact that this jutsu is one water makes it seem mildly okay but the requirement of needing to be at least a chunin adds more frustration to this card. I feel that this card won't be used as much or at all because it's not a very proactive card, basically you could use it offensively but you have to have your opponent actually do something to make it useful. The best part of this card is that it might make your opponent rethink about activating a certain jutsu.

Constructed: 3/5
Limited: 3.5/5
Art: Hahahahaha...I've trapped you. Your over there and I'm over here.


 

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