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Review Date: Mar. 25, 2010

Average Card Rating

Limited: 2.50
Constructed: 2.75
Block: 3.00

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

N. Jolly

M-614 Pressing
Sorry about...naw, no excuses this time.  I've learned talking over this opening paragraph to fellow reviewers is a poor format, but my AIM/Facebook/Email is up somewhere on this place, so it's not hard to get into contact with me.  Beyond that, it's kind of hard to get pumped for things with no big events looming over me.  I have to check the date of the next SJC to see when I'd be heading there with Mr. Protech.  Beyond that, got a new Sideboard up, so go check that out; it's about my journey to the Chunin, and we should have Password to do one tomorrow, which'll be super awesome cool!
Today's card is Pressing, a mission that some people like, but I myself do not much care for.  Honestly, I kind of want to judge this card on what is coming out next set, but that'd be unfair.  For now, let's see it's effect, shall we:
T3 HC1 Wind
Effect: Have your opponent choose 1 of the following and you apply it:
1) Draw 2 cards.
2) Your opponent discards 2 cards from their hand.
I don't like giving my opponent the choice when it's my card, so this card takes a hard here right there.  If it was my choice, I'd love this card, as I'd almost always pick the discard option.  But the problem here is that I'm not sure how it's ruled, but I think your opponent can choose the second option with 1 or less cards in hand.  I'm not sure of that, as it's not in the FAQ, but I'll be rating it based on that assumption.  If it's not true, bump it's score by 1 or so.
Being able to draw two is nice and it's a turn earlier than our current draw staple, One Morning.  So doing it sooner should be nice, but giving your opponent the option for anything is bad, so again, if they have 1 or less cards in hand (especially 0), they pick the second option and you get nothing.  I mean, if they already have nothing, it's not big, but you're not pulling anything on this card, making it basically hard charging that takes up your mission for the turn.
Again, next set we're getting Loss and Entrustment, so this card kind of falls flat.
Limited: 2/5 Not horrible here, but again, highly chancy
Constructed: 3/5 Strong draw with a possible side effect
Block: 3/5 No different here, really
Art: Kakashi has his "GIMME" hand out, because if he doesn't get something from Obito, he's going to slap the sharingan right out of him!/5


3/25/10 M-614 Pressing

Today's card is an interesting mission for wind that can be used for draw power or hand control... except you can't choose which one. As usual, here is a brief summary of the effect: Your opponent discards two cards from there hand or they let you draw two cards.

Gives you the hand advantage regardless of what they choose

Your opponent makes the decision; if they have no cards in their hand, they can choose to discard nothing.

Potential Combos:

This card is like Orochimaru [Deal]. Except that it is Wind. And a mission. And your opponent doesn't draws cards but you win no battle rewards. Okay, the only similarity between this and [Deal] is that your opponent chooses to help you out or lose two cards in their hand.
/pointless paragraph

Limited: 3/5 Somewhat good here, even though missions are a little harder to pull-off in limited.
Constructed: 2.5/5 Wind has better draw cards and even better ones in the upcoming set.
Block: 3/5 Better since wind has less draw options, but as stated earlier,  Wind has better draw power with the upcoming missions, Entrustment and Loss.



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