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.
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
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
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
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
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
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
Until next time, i'm PT, and this has been the Pojo
Card of the Day.
That Guy's shout out: Have a great spring break to
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.
Limited: (not possible because of promo status
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 _ _
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
Tomorrow: Bandai's half --- attempt to do nothing.
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.
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