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Haruno & Sai
Today's card is one of the scariest Squads ever.
Great stats, 5 Mental, ANBU/Foundation, and an
effect that, in proxy playtesting, works great!
First part of the effect negates the Text on one of
your opponent's Ninjas without even going out to the
field. But wait, there's more. Then that Ninja has
to go out to battle (if possible). Only Ninjas that
can be spared from this effect are Cage Bird-ed
Ninjas. In limited, it could be a killer. In
constructed, it's just awesome. Try it and see!
Art: I wouldn't want to be in the business end of
N-639 Sakura Haruno & Sai-Strange Team Work
This is our second Sai team up, and it's kind of
hard to decide whether or not this one is better...
Well, we have a fun card in Sakura & Sai, and let's
get to it's stats first, because it has A LOT of
keywords. Let's see...Medical, Mental 5, Anbu,
Chunin, The Foundation, and Female...wow, this has a
lot of mental. 5 Mental is enough to make me think
about splash Sai into a Wind deck if Turn 4 wasn't
the most crowded turn in the game. The Anbu rank and
Foundation won't help much in a Wind deck, but
splashed into a Fire/Foundation deck, that'll help
out a lot. Still, with stats like 6/4 5/3, it's hard
to ignore how strong this ninja is. This Ninja
really has a lot going for it, and it has quite an
interesting effect as well.
During your opponent's mission phase, you can select
one of your opponent's ninja. In that case, negate
the effect text of that ninja for this turn and the
next. Additionally, that selected Ninja must be sent
out to battle this turn if possible...that's a
pretty cool effect. Being able to pinpoint negate
any Ninja effect is pretty useful, and then forcing
it out into battle can be downright deadly. Imagine
forcing your opponent's best ninja to swing into
your Sakura/Sai teamed with Shika & Temari, a wall
of at least 10 mental...that's pretty hardcore.
Constructed:3.5/5 It's a good card that has a hard
to play ninja effect tied into playing it
Limted:2/5 Drafting two ninjas is hard.
Art:Violence wins the fight!/5
Sakura Haruno & Sai [Strange Team Work]
Ninja effects are just as important and powerful as
cards, and being able to knock the text off of a
card of your
choice for two turns is really strong. I'm not 100%
this myself, but if this thing can chain to ninja
wrecked. But that's not all though; a Ninja that has
negated by this card must be sent out to battle that
means if your opponent drops a ninja, but can't
one of your teams yet, you can literally force them
huge team or any jutsu you may be holding in your
Anybody who's ever played with Naruto [Tailed Beast
Mode] knows how bad it sucks to be forced into
you really don't want to. Playing this card manually
a bit odd though, as Sai is a Turn 4 and not the
type of card
you can just randomly throw into anything as he RFGs
everyone's Discard Pile and Client cards. And the
common Sakura is a Turn 0, so she's got to actually
those 4 turns.
Limited: 1/5 (I haven't even seen a Sakura yet.)
Constructed: 3/5 (It's a Squad. Play it.)
Hello all, and today we'll be reviewing another
squad that's very good and borderlines on insane.
Sakura Haruno & Sai N-639
Well, let's look at their stats and playability
first. Sakura is a ninja that has been seeing play
in nearly every deck these days and Sai is a very
hyped ninja that is easily splash-able just to play
this squad. This squad's stats are insane, it has
the same combat and support on both injured and
healthy as Orochimaru on turn 4 which is crazy. On
top of that it has 5 mental power (a mental power
that could only be achieved through the game's most
expensive platoon on a single card), Chunin,
Medical, it's anbu and has access to all of Sai's
jutsus for obvious reasons in addition to that. Well
so far it looks mad, what else?
This squad has the power to freely choose any
ninja and negate their effect texts during your
opponent's mission phase, note that the effect
negation lasts TWO turns and not one so their effect
is negated during your turn as well. On top of that,
that ninja whose effect was negated MUST be sent out
to battle too, so it lets you pick off ninjas as you
like lol. At turn 4 with these kind of stats your
almost sure to have the advantage in team power and
possibly mental power as well so using this means
that your opponent has to deviate from their
original strategy and their strongest ninja or key
ninja is going to be picked off if you aren't
prepared and not only that but it messes your whole
play as well. It's like Ino & Inoichi on steroids
only that it's on your opponent's mission phase only
An easily splash-able squad with insane stats
and an insane effect, madness.
Limited: 1/5 (Don't know if Sakura is here or not)
Constructed: 5/5 (Insane squad)
Art: The couple is as insane as the squad.../5
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