  
							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: 
							  
							Pressing 
							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 
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							ninja_ 
							cupcakes | 
							
							 ================== 
							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. 
							 
							Pros: 
							Gives you the hand advantage regardless of what they 
							choose 
							 
							Cons: 
							Your opponent makes the decision; if they have no 
							cards in their hand, they can choose to discard 
							nothing. 
							 
							Potential Combos: 
							None!!! 
							 
							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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