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[Dawn of Vengeance]

Reviewed April 26, 2011

Average Card Rating

Limited: Starter
Unlimited: 2.50
Block: 2.67

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 a turn 1 version of Tobi that has "Void" as his second color, and also has a Genjutsu Combat Attribute...

About time!

When he's put in play you get to look for a card in your deck that has "World" in its name, reveal it, add it to your hand, and shuffle your deck. There is at least one Mission card with that word in its name, and it's one that fits into the Akatsuki deck. "Taking Over the World" is a turn 3 Water Mission with no hand cost that gives you a bonus depending on how many Akatsuki Ninjas you have out. But, I'm guessing there's something better coming this way...


Limited: Starter/5
Constructed: 2/5
Block: 2/5
Art: Is he a good boy?/5


Today's card is another one of the new starter exclusive Akatsuki members. Like yesterday's card, as well as the other Starter exclusives, this card has Void in addition to its regular element.

When Tobi was first announced, he was first seen as a sort of useless ninja since the only card he could use with his effect was the mediocre "Taking Over The World" from set 17. The new previews, however, have turned Tobi into a valuable asset for every element. Every element in set 21 has a new  mission with "World" in their name, which makes Tobi a simple searcher for them. Since Tobi is now T1 rather than T3, you can search for your "World" mission early game to pull-off the full force of their effects. The World missions all have the same template; all of them are T0 permanent missions that get tokens placed on them whenever you play a ninja sharing an element with the mission (ex: Playing a Fire ninja puts a token on "World of Fire"). By removing one token, you can activate a minor effect, but by removing five, you can activate a more powerful effect. You'll be wanting to get as fast as possible, so the sooner you play the missions, the better.

tl;dr: If you plan to play any of the new "World" missions, get a Pain deck to get this guy.

Limited: 2.75/5 His effect is playable here, but the world cards are not as good in this format.
Constructed: 3/5 Good, but he has competition with Tobi [Man of Mystery]
Block: 3/5
Fun Fact: In the Pain starter deck (the one Tobi comes in), there is no card with "World" in the name, however, the Pain starter has "Taking Over The World", but not this ninja.


Tuesdays card is one that provokes a lot of thought, today we have tobi dawn of vengance.
Now the first thing that must be discussed with any tobi is that you will not be able to also play tobi man of mystery. Man of Mystery or MoM, essentially allows you to play with a 47-50 card deck, as he activates from your hand to thin out your deck. competitivly itd be hard to find a succesful deck with three copies of tobi MoM.
Todays tobi is a card whos usefulness is going to directly relate to the cards he searches. When Tobi enters play, you can put any world card into your hand from your deck. As of the time i am typing this, we know 4 lf the promised 6 worlds, each turn 0 with no hand cost permanents that whenever you put into play a ninja with the symbol that matches, you put a coin on the world. each has 2 effects that require removing a number of coins from the world. Each cannot be effected by opposing missions (meaning ninja/jutsu have to remove worlds). Tobi himself has a above average 2/2 healthy status, meaning he can be an effective back or head ninja during turn 1 when he comes into play.
Fire-Fires world is one that involves discarding cards from either players deck. for 1 coin it 2 cards and for the price of 6 its half the deck rounded down. the world either is important to remember as fire has some newer cards that benefit you for having a reduced deck yourself, and i feel that theme has some potential. because the worlds can stack, if you're going to play the world of fire, 1-2 tobi dawn of vengance might be your friend.
Wind-World of Wind lets you remove 1 coin to look and rearrange the top 3 card of your deck. 5 allows you to choose an unblockable team. As useful as it may be to know the top three cards of your deck can be useful especially with all the draw in wind. Tobi dawn might be worth 1 slot in a world of wind deck, but little more than that.
Lightning-removing 3 coins to give all your ninja +1/+1 coins or 6 to give all your teams that win fights battle rewards. while the prospect of +1/+1 (not growth) coins is an intresting one, i doubt lightning players will forsake their MoMs for any copies of dawn.
Water-Water World staring kevin costner lets you remove 1 coin to take a discarded ninja and move it to your chakra area, for 5 you can discard every players chakra. While tobi may not make it in water, the world might, so i wouldnt put it past some tech fiend to sneak a copy in and do well.
Earth & Void-unfortunaly, its impossible to say at this point how useful tobis going to be in the other two elements because at this point we dont know what the worlds of earth and void do.
overall, tobi dawn is an intresting card to keep an eye on, because three isnt needed to get the benifit, running a 2-1 spread of MoM to dawn may be just the thing to rock your world.
draft- NA/5 (starter card)
block- Fire-3/5 Wind-2/5 Lightning-1/5 Water-2/5 Earth-?/5 Void-?/5



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