Pojo's Naruto Card of the Day
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based on a 1 to 5 scale.
1 being the worst.
3 = average.
5 is the highest rating.
Now this is a mission that'll see a lot of play.
Think about it: you're reducing your opponent's
battle rewards by 1. This will last 3 turns, but
there's no "no duplication" clause in the text,
which means you can use more than one (unless they
errata this). If you manage to control how many
teams go out to battle from your opponent's side,
this can really buy you some time, particularly in
the limited format, where battle rewards are really
crucial. Try it and see!
What. The. Heck. Is Bandai TRYING to make tempo die?
First Uncovered Trick. Now this.
Well it's no Hinata in Captivity; that card said no
BRs, but it had an out which you realistically had
to use if you were tempo. This has no out, outside
of waiting the 3 turns. So Outstanding BRs win you
1, and normal BR you can let go. Whee.
Sideboard card of course, being a T0 card to anti
Tempo. It's best for the early game, but then again
you also have Uncovered Trick, which is also a great
anti-tempo candidate. Time will tell which will see
more play, but I'd say Uncovered Trick since it has
a few more uses, and doesn't really go away. This is
more of a really good stall card ala Buying Time
early, and late game typically Tempo doesn't do all
that much, but could make Pass Permit decrease
"punch out" ability.
Tempo's going to have to pack the Permanent hate...
something sooner than T3 in Anko (T2 in Kabuto is a
possibility, but giving up board = bad). Sandayu is
not an option because of Emi.
Keep in mind this is Water, which is typically weak
early game, so at least that's something to consider
if you're tempo.
Constructed: 3.5 out of 5.0 (Mixed rating as solid
sideboard material; has little use otherwise against
non-rush decks. Better to focus on your win
condition, or just Hizashi if you really want
Limited: 2.5 out of 5.0 (I can see random uses; no
Today's card is Buying Time. Basically, your
opponent gets 1 less BR each time they go for them.
At Turn 0, this is DEFINATELY a terrific card that
every Water deck should take into consideration.
Early game, your opponent won't be able to get any
Battle Rewards unless they have a big team and put
one together, in which case they'd still get just
one Reward. Even alongside Ghost Panic, Appearence
of Unknown Rivals, and Island, this is still a solid
Art: Kinda ugly. I wanted another cute Kisame.
Fun Fact: The Zatch Bell CCG had to die after 3
sets, but I think it's freakin awesome.
One of Water's biggest problems has always been it's
overwhelming reliance on making it to late game so
it can get to it's more powerful Jutsu and Ninja
cards and the lack of cards that actually allow you
to get there consistently. This card, potentially,
can drag you into late game where Water can really
shine through, but it does come at a price. The fact
that it's a mission card already means your not
playing other, more relevant cards that will
actively help you win the game. I could maybe see it
getting there to keep people from getting absolutely
steamrolled for playing those Kurosuki Ninja in the
early game (Raiga is beastly, but Ranmaru is way too
fragile). However, making poor card choices to
correct other poor card choices isn't really the
Limited - 2/5 (..Can you even draft a full Water
Constructed - 2/5 (It could get there for somebody..
Artwork - Nothing like kicking back with your buddy,
forming hand-symbols on tops of a rock to get you
through those warm summer days. :3
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