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Image courtesy of bandaicg.com


Reviewed Dec. 23, 2010

Average Card Rating

Limited: 1.50
Unlimited: 3.00
Block: 3.00

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

Beastly Mage


Today's card is one that makes for a fun deck type. Coordination removes the User from game, and puts it back in play in any of your teams in any position. So, if you're defending  with two teams, and you need to move one Ninja from one team to another in a snap this Jutsu could do the trick. Remember that when a Jutsu says "put in play" that Ninja comes back Healthy after being removed. It's a bit like teleportation, and can be pretty helpful in many situations.


Limited: 2/5
Constructed: 3/5
Block: 3.5/5
Art: You can swat some big bugs with that.../5

Happy Holidays, Naruto Fans!


Coordination j769
This card delves into a whole new level in terms of design space for jutsus in the Naruto Collectible Card Game. It basically takes one of your Non-Squad, Non-Platoon ninjas that are already battling, and then moves them into any of your battling teams in any position, though I think the beauty in this card is that it also triggers any put-in-play effects that the ninja had as well as allows any other effects the Ninja had to be reactivated (like Kabuto [Database] or Shizune from TP2).
Constructed: 3/5 The first deck I think of is Puppets. This would allow Ebizo to bring back another Puppet, perhaps one that you discarded with the Kankuro & Black Ant Squad. The potential for this card is practically endless if you can splash the cost.
Limited: 1/5 This card doesn't really do anything in Limited outside of maybe Flash-ing some mediocre ninja into another team.
Block: 2.5/5 For the sake of how much potential the card has, merely less-so than in Unlimited.


This jutsu doesn't damage or injure your opponent's ninja directly but it can definitely help.  "Coordination" is one of those jutsus that can be extremely strong or extremely weak depending on the ninja being the user.  This card having great potential could devastate your opponent and with Wind needing a good jutsu... this isn't so bad.
Tsunade (leaf elite)
Sakura (reliance)
Kankuro (tactition)
Sakura (book smarts)
Gives you instant gratification when deployed and "Coordination" benefits you even further.  Even though this costs 2 Wind element chakra, a deck that runs a different element can definitely make great use.
Fire - Sasuke (Eyes of the Hawk) - double the chidori Water - Second Hokage (Supremacy) - more missions to bounce after usage  Lightning - Naruto (Reliance) - search for more missions Earth - First Hokage (the creator) - lock your opponent's turn again... best way to take down no hand water decks, force them to stick with cards in their hand
This jutsu isnt for every ninja tho...
This jutsu can't protect your ninja...
This jutsu requires a specific element for payment...
Regardless of the slim moments of usage, in the right deck, this can pull you out of trouble.
Block: 3/5
-great card but requires certain effects for proper usage
Unlimited: 3/5
-carries great potential for crazy combos



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