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Water Prison Jutsu


Review Date: 03.05.09

Average Card Rating

Constructed: 3.50

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

Beastly Mage

Water Prison Jutsu

Today's card is a new version of Water Prison Jutsu. This card can only be used by a Jonin or higher rank Ninja. The effect can be disastrous for your opponent. Every Ninja with a turn cost of 4 or less has their combat and support reduced to 0. If played right that can mean your opponent will receive an Outstanding Victory... OUCH!!! In constructed, this can work great. Try it and see.


Limited: 2/5
Constructed: 3/5
Art: Still can't see the teeth.../5

That Guy Water Prison Jutsu

I wonder....should I say hello to you all every review or just once in a while, I guess that's really my decision. Well then Shalom (Hebrew for hello).

Water Prison Jutsu, a classic in itself. This version of water prison jutsu is possibly better than the original because it effects multiple targets. Again I am one to bring up the matter of versatility, being that this cards balance is that it needs to be activated through a jonin instead of the original water prison being able to be used any ninja. This fact though doesn't hamper this card, and honestly this water prison will work with the old water prison when you find your own balance between them (since you can only run up to 3 "water prison jutsu"). The best way to figure out the balance between the two is to know your playing style and how your deck runs, simply put if your heavy on the jonin's or base your deck around them then run 2 of this water prison, other wise 1 and 2 of the old water prison. The only problem, no I should say restriction, is that this card only effects ninja's of an entrance cost of 4 or less. Being used by a jonin you lose any type of huge advantage by draining early game. But now a days there are many ways to bring out jonin's earlier and since this is water a turn 3 orichimaru comes to mind ( muhaha ). Also once you do get a jonin out small chump blocking teams of 2 to 3 will be annilated, usually though chump blockers are solo.

Constructed: 3.5 / 5 in a mix deck (4.5/5 in dedicated water)
Limited: 3/5
Art: *Read Subtext* "How am I supposed to breathe with no air...air...wooaahh"
Hello one and all, today we are covering the new Water Prison Jutsu from set 12.

I like this card, maybe even more than the original. So if it's turn 3 or higher, you have access to the ultimate shadow clone jutsu counter, the original one was no specific and only brought down the combat, which made it easy to get around.

A good thing about this card is that before turn 5 (giving you 2 turns to do it) you can drop the entire opposing team down to a 0, that's pretty solid.

If you're playing water next format, and you splashed in the kankuro tactician from set 12, this card is screaming your name.

Constructed: 4 out of 5. It's not water's best jutsu, but it's solid.

Limited: 4 out of 5. Solid cost hurts in this format

Art: 4 out of 5. Sharkman is amazing


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