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End of the Immortal

Reviewed Feb. 8, 2011

Average Card Rating

Limited: 1.25
Unlimited: 3.75
Block: 3.50

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

Beastly Mage

End of the Immortal

Today's card is a mission from set 20. End of the Immortal is an Earth/Wind card that fits well into Mental Power decks. If you have Ninjas whose combined Mental Power is 13 or over your opponent must reorganize the in-play teams into teams of one.

Translation: your opponent has to split up every team out if you have smart Ninjas on your side.

So, let's say you have yesterday's Asuma (2 by his effect), Shikamaru (4 + 2), Yamato (2 + 2), and the new First Hokage (3 + 2). With this combination you'll be able to get this effect. If you manage to perform a Mental Power Battle you're set since your opponent will have to either let you through or chump block with the single teams out. This card is perfect for Block Format Mental decks. Trust me on that one.


Limited: 1/5 (not that easy in this format)
Constructed: 3/5
Block: 3.5/5
Art: Pwn3d!/5

End of the Immortal 725:
This mission isn't that great on its own, but it is ridiculous in conjuction with many ninja and jutsu cards. It has tremendous combo potential, and is a definite 1-or-2-of in any deck that plays any cards that work with it.
Limited: 1.5/5 Not that great. It won't really get you anywhere, and like I said, you aren't assured any good combos.
Unlimited: 4.5/5 SO BUSTED! There are way too many cards that work way too well with this card. Ban it now!
Block: 3.5/5 Definitely worth playing at least 1 or 2 of. There are some good cards that combo with it.



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