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Orochimaru [Dream Vessel]


Review Date: August 5, 2009

Average Card Rating

Constructed: 4.13
Limited: 2.50

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

Matthew Low Wednesday 8/5 - Orochimaru [Dream Vessel] - Water - Ninja

Orochimaru has great stats and Ambush, making this version one of the best ones printed. His effect is none too shabby as he makes extra Sasukes in the hand (so max out on them) into a removal tool, which is never a bad thing. It also can easily turn a big team around when dropped as a surprise. In worst case scenario, turn a chumping Sasuke into a trade for their biggest guy, and turn the tables around.

In some situations, he'll be completely vanilla, but he can be a huge threat as he's Mission Phase removal and can nail virtually anyone. Definitely should be considered for a bevy of Water variants.

Constructed: 4.4 out of 5.0 (Great Orochimaru for lots of Water decks.)
Limited: 2.1 out of 5.0 (You'll need to draft both Water AND Sasukes...)

N. Jolly
N-607 Orochimaru [Dream Vessel]

And we're back on the Water theme less than a week away from the release of EA, and today we've got another (non exclusive) SR to review, the new Orochimaru!

First time in a while we've gotten an SR Orochimaru (by himself), so let's see what he's got: 6/4 5/3 are always really good stats, just like he always has. His Mental Power: 3 should be quite helpful this set, as well as being Sannin so he can use just about every jutsu in Water. I'm pretty sure him being Sound means he can use the new negation card Water got, but I'm not sure. But finally we have an SR Orochimaru with Ambush, which is really helpful in his case as Water has a lot to charge for now and a lot of good ninjas to hit with it...and Kisame...

His effect is one that's been getting mixed reviews: During your mission phase, you can remove from play one Sasuke Uchiha ninja (card) from your hand or village. In that case, move one of your opponent's ninja to the bottom of their deck. Then, your opponent draws one card...that's a pretty harsh effect. Most people who dislike the effect don't want to get rid of their Sasuke CH, but anyone who would use this combo would be running three Vanilla Sasukes in a heartbeat. Being able to pull this effect off once would be huge, especially against a deck that relies on one ninja. Pulling it off twice would be worse, and three times would be game. Your opponent gets to draw if you do this, but that seems like something just tacked on to make this card less incredble.

Constructed:4/5 If you get the effect once, you'll know how good it is...if not, sad day
Limited:X/5 X=Amount of easily pitched Sasukes in EA
Art:Look wherever you want on Orochimaru, there's gonna be snakes.../5
StormVyper Zera Orochimaru [Dream Vessel]

The first time I read this, I wondered why he was a Super; this effect feels more like something you'd see on a Rare IMO. After looking at it for like the 6th or 7th time, I still don't really know what to make of this card. You can RFG a Sasuke card to tomb an opponent's Ninja and they get a free card out of it. On one hand, tombing your opponent's best ninja can be absolutely devastating; Gaara [Immense Power] is proof of that. But there's two things that don't quite sit well with me. The first thing is the requirements for the effect: you have to give up your Sasuke. In Water, that's really not that big a deal because Sasuke isn't an important card to Water at all (yes, Cold Headed is not important). The problem is the number of times you can pull it off; it'll only happen like once, maybe twice, a game. Now, that's enough to secure a pretty strong lead, but it's more of a looming threat than constant one. The other thing is the fact that he isn't Valid. This is one of those cards that you'd have to play around with to see how good it actually is.

Limited: 3/5
Constructed: 4/5
~StormVyper Zera



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