based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Today we review my favorite version of Sakura so
far. You should see this card in wavy foil, I think
it’s the best looking one so far. Anyways back to
First thing is first, she has 3 mental power. That’s
second best out so far. Unlike Shikamaru with is 4
mental power, she has a good effect too. If you
injure her, you get a free kunai. This is most
likely to be used only once. What’s nice though is
that she still has the extra 1 support after she’s
injured, along with her mental power. Truly can fit
in both physical and mental decks.
With all that, she is a turn 1 ninja, with makes her
less attractive. She also only have 1 support, with
really don’t help much.
Compare to others with 3+ mental power, like
Shikamaru, Orochimaru, or 3rd Hokage, she is just as
good. She has an effect unlike Shikamaru, she stays
on the field, unlike Orochimaru, and she is easy to
get, unlike 3rd Hokage. What mental deck wouldn’t
So if you are going for the mental side, pack 2 or 3
of her. Get her as the wavy foil as a bonus.
To end the week we look at
Sakura Haruno [Determination].
Constructed Review: What a lot of people like about
this Sakura isn't her stats, nor her ability--it's
her Mental Power. She currently is tied with the
second highest Mental Power in the game (Coils Third
Hokage has 3 as well, but Shikamaru [Formation!]
still wins with 4MP).
Since a lot of Mental cards are Wind, Sakura fits
right in. Don't get me wrong--her ability is nice
too. You can Injure her to make her a 2/3 (+2/+2),
but I would only use that in clutch situations.
Constructed Rating: 3.5/5 Only because Mental Decks
are currently one of the best decks around (when
played right) and Sakura pwns in them.
Limited Review: Well, she's a Turn 1 0/1, 0/1, which
really isn't bad.
Her ability is really nice here as I've said before:
Pumps win games in Limited. If nothing better I'd
nab Sakura, even if I'm not playing Wind.
Limited Rating: 3/5 ONLY because of her ability and
Amazing. This is just as amazing as Temari. 0/1, 0/1
is amazing, do difference if she's injured or not.
He effect is amazing too: +2/+2 for injuring her.
This makes her a 2/3 on Turn 1. Add that with a 3 MP
and Wind element, and you have one of my favorite
3 MP makes her a staple in Mental Decks, and also in
any deck running Wind.
Her being Sakura allows her to use Sakuras Decision
and Inner Sakura to the fullest extent. Probably the
best Female ninja, with Temari about
.000000000001 point behind her, but I do prefer
Sakura over Temari, although I would run them both.
ART: Best Sakura art yet: 4/5.
COSTRUCTED: 4/5. If you want hand control go Temari.
You want raw power, choose this baby.
LIMITED: Play it! You'd be lucky to even pull one or
two here. Or at least I would. I had to buy BILLIONS
of packs before even getting a set of her.
Effect: You can injure this ninja during the
exchange of jutsu to give it +2/+2 this turn.
Useful. Sakura's mental power makes this card
playable by itself. Add in a powerful Element and
pinch-ready effect, and you have a wonderful card.
Her support is rather low for a 1-drop, but
everything else about her makes up for it. It's a
bit of a drag that her effect only lasts one turn,
but it's manageable. The effect, itself, makes it
impossible for it to be valid, and you'd have to
heal her in order to use it again.
She warrants a spot in any Mental deck, and she can
be splashed to have some defense against Mental
decks (even if she's just sided). Wind decks are a
I like this card.
As far as the effect goes, you have to time it right
during the jutsu step, and a simple Escape Jutsu
ends it before it begins, but a built in power up is
nothing to scoff at.
Constructed (Mental/Wind): 4.2/5 (Too vulnerable to
Escape Jutsu, and low base support for her turn)
Apprentice of Anubis
We wrap up the week of
reviews this week with one of my favorite versions
of Sakura, Sakura Haruno [Determination]
This card, like so many others has that little “I’m
more powerful Injured” thing going for them.
A quick rundown of the Pro’s is pretty
straightforward. With a total Mental Power of 3, she
makes herself VERY welcome in Mental Power Battle
decks. Her effect, making her a 3 support for one
turn is VERY cool indeed, and the fact that she’s a
turn one with Jonin-esk support stats with it makes
her valuable to almost ANY deck.
The only Con we can really have with this card is
that it’s a one-time deal unless you happen to have
a re-usable healer on the field (Hinata Hyuuga
[Gentle Heart] or The Third Hokage [Village
Governor]). Even with that, she’s a 1st turn drop
that can become a 0/3 for a turn. Who CAN’T like
Constructed: (Gasp, Dare I say it…) 5/5
Limited: 4/5 (I give it a lower rating here because
it’s chances of coming around to you are slim to
none. But if you do so happen to get this card, for
the love of all that is holy, USE IT!)
Art: 4/5 (I dunno. Short-haired Sakura just seems a
bit cooler to me, even though she has the
personality of a rock. :D)
‘Till next time. :D
Now then, this is an interesting effect. Turn 1,
Mental 3, 0/1 - 0/1. These are decent stats. Her
effect lets her injure herself and go to 2/3 - 2/3.
Also, if you heal her mid combat (Senbon) she keeps
the bonus AND you can use the effect again for 4/5 -
4/5. Mostly she's wind Tech, anti-mental combat
sideboard or mental combat maindeck.
Her stats, unlike all the other Sakura so far
released, don't suck. Her Mental 3 makes her
invaluable to Mental combat decks as her and
Shikamaru makes most teams wimper at their awesome
brains. She's a nice throw in but better in a deck
with some focus on her.
Sakura Haruno rating - 4/5
Constructed (All) - 3.5/5 (4/5 for Mental and Wind
Limited - 4/5 (Ninjas are hard to get, this one is
Leaf|Genin|Female|Mental Power: 3
Turn 1 Cost 0
Healthy stats: 0/1
Injured stats: 0/1
Combat attribute: Weapon
You can injure this Ninja during the Exchange of
Jutsu to give it +2/+2 during this turn.
This version of Sakura is very handy in a deck that
requires boosts of Support. Okay, her stats aren’t
that impressive, injured or not. But, her effect
really packs a well-needed punch. By injuring her
during the Exchange of Jutsu, she receives a +2
Combat and +2 Support. So, whether she is the Head
Ninja or the Back-Up Ninja, the Team will get a good
boost of power. She fits well in a Wind deck as well
(I would aim towards a Sand Deck.)
Another good feature of Sakura is her Mental Power.
Although she is a Turn 1 Ninja, she has a Mental
Power of 3! This is helpful when you need to perform
a Mental Power Battle. This card works wonders when
combined with the “Ninja Info” Jutsu card.
Of course, not all cards are without their flaws.
The bad thing about this card is that you can only
use her effect when she is Healthy. If she’s already
injured, her effect becomes pointless. You can try
to build a deck that keeps your Ninjas healthy, so
you can effectively use Sakura’s effect when you
need to use it. Not a bad card. I like the potential
in this card; I wanna try her in my Taijutsu deck.
Try it out yourself; you might like it.
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