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Pojo's Naruto Card of the Day
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Pain (Deva Path)
[Right Ring of Rei]

Reviewed May 3, 2011

Average Card Rating

Limited: Starter
Unlimited: 3.50
Block: 3.33

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

Beastly Mage

Pain (Deva Path)

This Starter Deck Pain (pun?) is one that goes good with Turn Control. First off: straight Void Ninja, no mixer here. Second: he has a turn-shifting effect. When he wins a Victory (any sort) your Turn Marker goes up by one, and your opponent's Turn Marker goes down by one. That effect isn't Valid, but the other one is. When your Turn Marker is even your opponent can only play ONE Jutsu per turn during that time. So, if your turn marker's at 8, your opponent's stuck for a while. Sometimes only one is what it takes, but with such Characteristics as Rinnegan this Deva Path can hold his own. What could hurt him a bit is the fact that he has Sacrifice. But, it's worth it. He could do good in Constructed, particularly with the new Void support. Try it and see!


Limited: Starter/5
Constructed: 3/5
Block: 3/5
Art: I want you.../5


N-1152 Pain (Deva Path) [Right Ring of Rei]

Today's card is the other featured ninja on the set 21 starter decks, Pain (Deva Realm). This is the second Deva Realm in that has been released, other than the squad in set 20. The new Pain is very easy to get compared to the set 19 super rare, and he is just as good in my opinion. If you're kicking out the victories, Pain's effect that prevents your opponent from playing multiple jutsus should always be active. If you play him on T6 and win a victory, your turn marker will be raised to seven, and then eight when your turn ends. This is great with cards like Human Path, which require an even turn marker for effects, however, it will prevent others like Human Path and Animal Path.

One reason why I like this Pain more than the Super Rare Pain, is that he allows you to play the Pain & Itachi squad during the next turn. If you win a victory on T6, your turn marker will become eight by the end of the turn, so you can get the amazing squad out even faster.

Limited: Starter
Constructed: 4/5
Block: 4.25/5


this Thursday we have the only known pain of the set, deva path from the set 21 starters.
deva is, as expected, comes with the high stats of 8/3 6/2 on turn 6. He has the underappreciated ninjutsu combat attribute, ambush, and mastery. for his hand cost and a sacrifice, you get the win more ability that whenever his team wins a fight, your turn marker goes up one and your opponents goes down 1. he also holds the valid effect that while ur turn marker is even (0s are considered even in this game) ur opponent is limited to 1 jutsu card per turn.
Void-deva has all the things you want from a turn 6 in this element, he increases the difference between you and your opponents turn marker, and he limits an opponents actions during the game. While itachi may be the top option on 6, no one says a copy or two of deva cant also be in the deck, and he proly should be.
splashed-while deva may not be the conventional splash, he still has combat that rivals the legendary sitting duck tsunade (fifth hokage) and during half of the game, your opponent can only play 1 jutsu. now every game this may not make an impact, but jutsu wars still happen, and i'd rather have the deva and not need him, than need him, and not have him. something to slide a copy into your deck and see how it effects your games.
limited: NA
Void-3/5 (the pressence of itachi in void makes deva a lot less of an improtant ninja, but he's flat out solid)
splash-2/5 (at best a 1-of. but for decks that dont have access to a 8 combat, he might be worth a look if only because he can restrict jutsu use for the opponent without having to be battling)
art: 5/5 (believe it!)
I'm DIMHWT, and this was the naruto COTD, see you tomorrow ;)



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