Effect: All of you Ninjas get +1 "Mental Power"
- Charges Chakra (Mission)
- Early drop
- Mental Boost
- Mission space
So it's not recursion, eh? Looks like I was slightly
off on this week's theme. Oh well, there's still
some recursion-y goodness in the pipe. Anywho...
The pro's are pretty sweet on this one, as it's one
more in wind's already formidable arsenal of mental
boosters. Unfortunately, that's also the problem,
and that one snag is enough for me not to suggest
this card for regular play. You take the fact that
Wind and Earth combined have a whole slew of great
mental power cards, and you end up with yesterday's
situation all over again: namely, you're already at
a premium for mission space in your deck, and you
don't want to go filling it with mediocre cards when
much better ones are available. Heck, One Morning
isn't mental-based and people still run it over this
Again, it's another card I'd reserve for Limited and
those without an overly-abundant supply of cards.
Constructed: 2.5/5 - Good, but there's better out
Limited: 3/5 - Drafting Mental? Snag this for a nice
Art: 3/5 - Can a normal person even bend like that?
Pros: + Mental Power
Affects All of Your Ninja
Cons: Only Lasts Two Turns
Gomen Gomen. I’m so sorry I haven’t been keeping up
with CotD lately. Being on college break and going
back to a house without the interwebs makes it kind
of difficult. But I managed to somehow find a way to
get online and back to you. Happy, belated,
Christmas by the way, may each of you have pulled
Supers out of your stocking stuffers. Taking a look
at our card of the day, it’s actually not that bad.
I’m not too sure it’s main deck material, but it
makes a nice side deck card for anti-anti-mental
side decks. This card makes sure that Sakura, or any
other 2 or 3 + mental side board ninja, doesn’t eat
the face of your Ibiki or Suzume by herself as long
as they have some company, regardless of who they
are. This also helps you fuel up for that Wind
Style: Great Breakthough for later in the game or
some other Wind Jutsu you’re looking to use. All in
all it’s not bad, just not great.
Constructed: 3/5 (Just not main board material)
Limited: 2.5/5 (Can be amazing in a Wind/Mental
build, if you can pull it off in Limited)
Art: 4/5 (Shikamaru with Shadow Head to Wall Smash
Cost: 1 Turn, 1 Card
All your ninjas get +2 mental power.
Very Short today.
This card gives your ninjas +1 mental for 2 turns.
This could be good in mental decks, and of course
terrible anywhere else. It's not too good in mental
decks, though, as it's only for 2 turns. I've seen
Catch me here:
Hey all, hope everyone had
a great Christmas, or for others who don't celebrate
it, happy holidays! Now that we're back to work,
(with no wage still...), it's time to check out
Situation Assessment-Rare Wind Mission; Costs: 1-1
Permanent (2) Effect: All your Ninjas get + 1
Yet another card to help the ever popular Mental
Decks. This card is pretty straightforward, boosting
all Ninjas in your Village with +1 "Mental Power".
Every Ninja has Mental Power, and if not, then its
stated in the Characteristic line, as 0 "Mental
Power". Able to bring this out on turn 1, not really
sure how it would help out a Deck, even a Mental
one, so early in the game. But the lower the cost
the better I assume. Overall, a decent card, one
that's bound to find its way into Mental Decks, so
watch out for it, and it might be a reason to side
deck a Hayate Gekko (Detecting a Plan) Ninja.
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