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Review Date: 03.24.09

Average Card Rating

Constructed: 3.75
Limited: 4.25

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

Beastly Mage

Uncovered Trick

Interesting card...

This card pretty much trumps all combat, support, and mental power pumping effects. It's a good sideboard option when facing someone who depends a lot on such Jutsus as Chidori and Moonlight Rasengan to pump up Ninjas. It's a turn 0 Mission too, so that makes it pretty good too, particularly for Water control decks. Try it and see.


Limited: 1/5 (since I'm not completely sure what Pump-Up cards will show up in this set)
Constructed: (sideboard) 3/5
Art: Hiruko-Mode Sasori FTW!/5

Todays card, Uncovered Trick, should not have been made -_-

Uncovered Trick is a turn 0 Water/Wind Permanent mission that makes all ninjas use their printed stats, both mental and regular.

I can see how it was made, Shadow Clone Jutsu (set 6) is the most devastating card in the game as it can activate before either player has more than 2 teams, so getting 1 of them OV'ed is just not a good thing. So taking care of that card has been the focus of the player base for a while. These past formats we've used 2-3 Temari Wind Scythe (set 6) to attempt to knock out the jutsu before it can be played, others have used Shikamaru Flexibility (set 6) to make it mental, all but negating Shadow Clone's bonus. Stopping this powerhouse jutsu needed to happen, the problem? it stops many, many more things.

Tempo is a deck that abuses pumps, via Sasuke Uchiha Breaking off the Connection (set 11), Naruto Uzumaki Control of Power (set 4), and even Choji Akimichi Source of the Power (set 11) in order to win games before the opponent can stableize their village and begin their own offensive. Dropping this card makes all those ninjas effects meaningless, and because of that this card now has 2 very good uses in the sideboard.

Shikaku Nara As a Father (set 12) has taken the game by storm, by using Shikamaru & Temari Strong Arm Tactics (set 8) with Kakashi Hatake Growth of the Pupil (set 11) makes a massive 13 team power with 12 mental (biggest you can make in this game) that cannot be targeted by jutsu. This card makes his mental 0, cutting down that teams effectiveness. Because of this, Uncovered Trick will be in many side boards for reasons unrelated to Shadow Clone Jutsu, pretty nice.

The reason why I didn't want to see it get made? two reasons:

Tempo was a very good deck, but for the last couple of sets bandai has introduced many cards to hinder tempos chances to win games consistently, things like shino, who provides a free blocker to help get into the late game, and LAR, to make ANY deck fix the curve the way they need to to hold off the rush. This card could easily be the nail in the coffin that takes Tempo down to a teir 2 deck in consistantcy, and I'll miss the deck type should that happen.

Puppets. Mono-wind is completely unaffected by this mission, and could reasonably main deck this card to ensure the 5 man teams beat the three man ones every time. This card provides a massive swing to puppets favor and it could very easily become the best deck in the game, thanks in part to this card.

Overall, it's a very, very good card. I'm grateful it's a common

Constructed: 4 out of 5. Could be overlooked, but will more than likely impact this game greatly

Limited: n.a. out of 5.

Art: 3 out of 5. I never did like the sasori husks hair.

Until next time, i'm PT, and this has been the Pojo Card of the Day.
That Guy Uncovered Trick

That Guy's shout out: Have a great spring break to you all!

Because of spring break there will only be two cards reviewed this week but boy are both cards terrific!

Today's card is Uncovered Trick, a likely staple for some and pure annoyance for others. I won't review what the card does because you can obviously read, so I will discuss this beauty's versatility. Uncovered Trick is unique because decks that use damaging jutsu can still get away without being hampered. Most likely this is the deck that will play this, perfect example is the sand deck using pack's 8 Gaara (Immense Power) or the new bomb counter strategy using Deidara. Either way using this card will give you all the advantage you need, for if your opponent is running power altering jutsu they now have useless cards. Make sure you protect this card to keep the advantage, and the perk of being able to be played on turn 0 is a huge plus. The duel element is nice as well.

Constructed: 4.5/5
Limited: (not possible because of promo status but...) 4.5/5
Art: Sasori says "poison needles line"
Kankuro says "What? No way!"
Sasori says "Does this robe make me look fat?"

Fact: This card makes freedori (if anyone plays it), taijutsu, and over power decks cry _ _
Mark Howard Uncovered Trick

Eh. This card is sidedeck material and nothing more. It stops a lot of things, but also your own. All it really does is stop pumps. The thing that this card does is let you play Mondai Guy, a Turn 1 ugly thing with 6 combat. He gives you a big chance to win easily, but a Mondai Rush deck just will not work out. This card does what it does. I can't give it a good or bad rating because the entirety of its potential depends on your deck and the other deck.

Art: Ugly hump thing.
Fun Fact: One of the guys on the Wizard's (basketball) was at my school today. Those guys are tall.
Tomorrow: Bandai's half --- attempt to do nothing.
Nick Uncovered Trick

Now here is one of the first previews we got of set 13. It’s an interesting card, and was originally meant as the SCJ silver bullet. Thing is, it stops a lot more than just that. No boosts, period. Lightning Blade? Nope. Shadow Clone? Nah. Sakura GP swinging for a 6? Not happening. COP? No way. Choji? Don’t think so. Growth Coins? What’s that? This is actually a pretty versatile card, and stops so much. This card will be really mean in limited, because those small boosts are all you have sometimes. This will most likely be sideboard material, but they will be run in threes.

Limited: 4/5
Constructed: 3/5


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