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Exclusive Series #13 Preview:

Unstable Ground


Review Date: 04.17.09

Average Card Rating

Constructed: 2.75
Limited: 1.75

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

Beastly Mage

Unstable Ground

This is a card that can help (if only a bit) Water decks... which always seem to have a lot of helpful cards. >.<

Unstable Ground weakens all non-Water Ninjas by -2/-2 for 3 turns, which makes it a good sideboard material for mixed-Water decks, and a great option for Mono-Water. Not that good in limited, since you never know what you'll have to draft.

Overall, it's a good card if used right.


Limited: 1/5
Constructed: 2/5
Art: Why does Neji look like an ant in this one?!/5

Matthew Low Friday 4/16 - Unstable Ground - Mission - Water

The card that comes to mind with Unstable Ground is Attack on the Blind Spots. Yes, I know this doesn't technically stop teams from blocking, but it can indirectly do that.

First off, like Attack on the Blind Spots, your deck needs to be geared up for this card, so pretty much you're running all Water Ninjas. The problem there is you'd likely have to sacrifice a lot of early game, or just set your early game aside once you're ready to go. Either way it's not a good thing.

On the flip-side, there are few, if any, Water Ninjas that are ever splashed. So unless you're playing against Water (which would make this card near pointless), you're looking at a blanket -2/-2. Teams of three will be down 6 power, and funny thing, back Ninjas with 1 support actually make the team WEAKER. Works best on the turn this is dropped, because it could make every of their teams susceptible to the OV, though if they're chumping that likely won't matter (and which makes it unlike Attack on the Blind Spots).

Unstable Ground can put you on the direct offense, and extremely weak opposing attacks, as it'll be much harder to push through with 5 power. However, it is a T4 card, and with weak early game, you'd need to survive that long first. This is one of the random sleeper cards in my opinion; it can change the course of some games, and should get better if Mono-Water with no splashes ever becomes viable.

Constructed: 2.7 out of 5.0 (Decent card, though likely won't see much play at the moment.)
Limited: 1.4 out of 5.0 (Would be funny, that's about it.)
Mark Howard Unstable Ground

This, because of being Element-based, is side-deck only. Because of that, it loses LOTS of playability. But a 3-turn -2 to all your opponent's ninjas can be really devastating. Mostly to Puppets, which means this is a terrific counter to them. It won't help against too much else, because Water should be beating the opponents anyway, but this'll give you more teams to attack with.

Art: Meh. Bad.
Fun Fact: Too bad only Water ninjas have Levitate.
StormVyper Zera Unstable Ground

This card can cripple an opposing player real quick. A potential -6 to each of your opponent's teams means they won't be blocking or attacking you unless they've got several Jutsu to ensure they don't get OV'd, and even then they have to be wary of looming Vortex and Currents. I'm liking this new trend that we're starting to see where Water gets powerful missions to off-set the fact that it doesn't have the best raw drawpower. Unstable Ground being a Turn 4 is a bit irritating (because I want to start OVing teams on 3), but you should have no problem getting there with Buying Time. Just be aware that it weakens your non-Water Ninja as well.

Limited - 3/5 (If you draft this and Wednesday's mission, you'll hand out a serious hurting.)
Constructed - 4/5
Artwork - OMG, Rock Lee used Shadow Possession on Guy. xD


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