based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Combo of 16 Hits
Pros: Turn 1
Any Ninja Wins
Discard and Injure Your Opponent’s Ninja
Cons: Requires Dropping 3 Jutsu
I can’t decide if I like this card or not.
Potentially this card would allow any ninja to win
an Outstanding Victory, even a Ninja Academy
Student, thus taking out any head ninja it faces and
injuring any back ninja on that ninja’s team. The
look on your opponent’s face would almost be worth
it when Konohamaru takes out Zabuza and injures two
others. My biggest problem with this is that you’d
have to drop 5 cards in one turn and make your
opponent block a ninja. The only way this is going
happen is if you’re running [No. 1 Rookie] Sasuke or
you get your opponent to block the Tenten that
doesn’t have to pay to use Kunai, or both for that
matter. There are cards that make this mission work,
just not enough of them to make it worth it.
To every child within the
sound of my voice....when you're in college, study
for Finals, or you'll regret it. Sort of like
studying the Naruto COTD every day! With school now
over, I can get back to reviewin the cards that are
sure to make your deck the best, or...not. Heh...Moving
on though, today's card is:
Combo of 16 Hits!-Uncommon Fire Mission; Costs: 1-1
Effect: If any Ninja in your Team(s) uses 3 or more
Jutsu cards during this turn, that Ninja's Team wins
an Outstanding Victory in the Showdown regardless of
the result of the Battle.
This card has some potential uses, but in a Taijutsu
Deck I'm thinking. Look at it logically. The cost of
the card makes sense, you can use it on Turn 1, by
paying a Fire card, and the ability lets you take
out the Ninja Team Battling yours. The problem with
this card is...Chakra payment! Not that it's a bad
thing mind you, but most good Jutsu card cost 2
Chakras (doesn't matter on combinatio) and above.
Taijutsu cards, like Leaf Whirlwind and Leaf
Hurricane cost the 1 Chakra, and pump up your
character. Got that pesky Ninja team with Zabuza or
the Third? Uses Combo of 16 Hits! and place them all
in injured status. Personally I plan on running 1 or
2 in my deck to test it out, and I'll be sure to let
you all know how it goes (when it comes out that is)
Constructed: 4/5 (Needs the right touch...)
Limited: 3/5 (Uses vary, but don't count it out))
Combo of 16 hits
-Possible Outstanding Victory
-Hard to pull off
It's the N. again, here with another R&R card, Combo
of 16 hits. Now this is a card that I wish would be
more viable in the tournament scene, but will
probably just be used in fun decks. When one Ninja
uses 3 or more Jutsu cards in a turn, that ninja
wins an Outstanding Victory, no matter what happens
in the showdown. Sound good? When not when you think
of how much chakra you'll be dropping for this, not
to mention using three cards from your hand. While
it doesn't matter if they're negated, it's still
hard to get three jutsu you can use in one turn. The
best way to do this is in a Kiba Mill deck, using
low cost mill cards with Dropping a Blackboard
Eraser to mills them, seeing as you don't have to
increase your attack or drop your opponents.
Overall, this is a fun card, but not a good one.
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