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Fire Temple 

#M-600 

Review Date: Feb. 5, 2010

Average Card Rating

Constructed: 3.00
Limited: 1.75

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


Beastly Mage

Fire Temple

Today's card is Fire Temple. This rare mission will make your opponent think twice (even if just for a little) before performing growth, platooning, or squadding. When your opponent puts a Ninja in play (except by deployment) you get to draw a card... EXCELLENT!!! With so many decks relying on Squad cards, this is simply perfect. Not so much in limited, but in a well built deck... =D

Try it and see!

Ratings:

Limited: 2/5
Constructed: 3.5/5
Art: Where are the guards?!/5


N. Jolly

M-600 Fire Temple

 

Hello, it's preview day!  Unlike the last few ones, I actually like today's card.

 

Today's card is a rare from Broken Promises called Fire Temple.  It's a card that screams sideboard, and yet for some reason, I really see promise in it.  Let's take a look at it's stats, shall we:

 

Fire Temple

Fire

T1 HC1

Permanent

Effect: Each time your opponent puts 1 or more ninja cards in play except by deploying them, draw 1 card.

Set 16: Rare

 

That's a pretty broad effect, as it includes any jump into play effects (which are getting a boost next set), squadding, platooning, or other cool effects like that.  Most every deck has a least one or more squad in it, so this card helps you take advantage of that.  It's not a card that works against every deck of course, but against certain ones you can pull a lot of advantage with it.  This card vs. Circus rush?  Puppets?  And to a slightly lesser extent, Kunoichi/Medical?  At worst, this is yet another permanent mission to help you get off your Reconfirm (or sadly could be food for your opponent's Recon).  I think this is a well designed card (as long as putting things into play instead of deploying them gets much bigger), and would like to see more situational draw like this.

 

Limited: 1.5/5 Without the cardpool to abuse this, it's not as good, but Anbu will trigger it, that's cool.

Constructed: 3.5/5 Lots of targets here, a fun card overall.

Block: 3/5 A little worse here, but still a really good enjoyable card.

Art:...that's it!  Fire!/5


Nick

2008 Stone
Village Kage

Preview time again folks!

Fire Temple

Bandai is certainly bringing out creative juices with this set. Fire Temple allows you to draw a card when your opponent puts in play a ninja except by deployment. If your opponent is fond of squading, platooning, growth, or puppets, this card could be a huge help. It's also completely permanent, so you can get its effect anytime. Use this with AOUR, and you get to draw anytime they put anything in play. Will this replace fire's normal draw cards? Probably not in the main deck. But, I would definitely use this in the sideboard for the players who love to use put in play effects over deployment. If your opponent or you has Miroku, this card will do you no good.

Limited: 3/5
Constructed: 2.5/5


ninja_
cupcakes

2/5/10 M-600 Fire Temple
========================

Today's exclusive preview is a fire mission that has draw power? Sounds good! This card is a reverse Appearance of Unknown Rivals; whenever your opponent puts in play a ninja EXCEPT by deployment, you draw a card. In other words, each time your opponent grows, platoons, special summons*, or squads ninjas into play. It's a pretty decent effect worthy of sideboarding against New Squad decks and being permanent is nice.

A semi-decent draw machine for fire. It's no Drifting Clouds, but most decks will have cards that will set it off.

*Note: Special Summon in Naruto is what I call free deploy cards.
Limited: 1/5
Constructed: 2.5/5 It's okay, against the right deck this card is great.
Block: 2.5/5 Most cards that set this off are block legal.
Art: As exiting looking as Leaf Hospital's art
Random: 600 GET (90% of you will not understand this reference. 5% of you are laughing hard. 5% of you are vomiting uncontrollably.)

 


 

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