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Pojo's Naruto Card of th Day

Wind Style: Great Breakthrough

Card Number: 079
Rarity - Rare

Review Date: 9.15.06

Average Card Rating: 3.46

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


dust2dust Wind Style: Great Breakthrough

Pro:
-counter
-bounce

Con:
-4 chakra

Great Breakthrough really isn’t that different from Water Vortex. So many aspect of this card also applies to Vortex.

General-
Just like Vortex, Breakthrough has the same weaknesses. It can be easily counter by cards such as 8-trigram, another vortex, Sharingan, wind scythe, or even disguise jutsu (earth). It also requires a Jounin to play. This card, however, takes 4 chakra.

For 3 wind and 1 anything, you can return every ninja on the board. This is what sets this card apart from Vortex. After you return all ninjas in your opponent’s turn, your opponent would most likely have to discard; they would have to choose from the jutsu (mission) they were saving, the ninjas. You, on the other hand, don’t have to until the end of your turn. Then during your turn you play back your jounin and take 2 free battle awards, assuming you have a 5+ power ninja.

Like water vortex, this card is devastating. Unlike vortex is the fact that this should strictly be a defensive card, while Vortex can do both. Again this dues cost more then vortex, but with wind, you’ll have a easier time.

Constructed: 3.8/5
Limited: 3.0/5
 
Beastly Bruin Wind Style: Giant Breakthrough
Element: WInd
Cost: Wind(3), Random(1)

Requirements: "Jonin" or higher rank.

Target: Every Ninja.

Effect: Move the target back to the original owner's hand.


The last card of the week is definitely a beast. Of course, you don't play this outside of a Wind Deck, and that's the beauty of Naruto CCG, my friends.

Wind Decks are based a lot around control, and this card is no different. I've won countless duels with my Wind/Water Deck by activating this on my opponent's turn, and dropping Zabuza on the field next turn for a free shot at the last two Battle Rewards I need to win.

The pros of this card are obvious, clear the field of any threat. Logic dictates that you wait to activate this on your opponent's turn, especially if they're team line-up is decimating yours. Then, once the board is free, outside of the random (read: rare) instance where your opponent will have a counter mission, drop your Ninja and let the board advantage begin.

The cons, well...that cost and requirement pretty much insures that you won't be activating this until later in the game, but honestly, that's about the only time it's worth it. This card is designed to be a game winner, or at least a game breaker.

In limited, if you're running a decent amount of Wind cards, you may want to give this a whirl, but you really need to have a balanced assortment of Wind.

Constructed Wind: 5/5
Limited: 2.5/5 (Cost is a killer)
Art: 2/5
 
Stegy Wind Style: Great Breakthrough

Constructed Review: Hm.. if you're losing pretty bad then you can drop this and turn the game right around. Three Wind Chakra and 1 Random Chakra hurts a lot, though, so you better have something planned when you drop this bad boy. It's best to use on your opponent's turn.
They'll attack, you block with a Jonin or higher, hit the Breakthrough and, next turn, drop a 5+ Power Ninja and nab 2 free Battle Rewards.

Constructed Rating: 3/5 Helfty cost, but brutal late game.

Limited Review: No, way too expensive. Although, if you do get it and
have the Chakra to use it, then you pretty much just won, lol.

Limited Rating: 2.5/5 Useful, but way too costly.
 

Apprentice of Anubis

We wrap up the week with one of my favorite rare Jutsus, that will probably never see competitive play, or for at least 2 or 3 sets, Wind Style: Great Breakthrough.

For the Pros, this card clears the field of Every Ninja and places them back to the owner’s hands. So, if used during the opponent’s turn, it clears a path for you to the opponent’s village, and on top of that, they have to discard until they have the maximum cards in hand allowed.

Though, as we all know, there’s always a downside to everything. For one, this card places EVERY Ninja back into their owner’s hands, meaning all 5-7 of your Ninjas are bounced back as well. On top of that, Three Wind Chakra and a Generic is UNGODLY specific considering how many cards we have that are Wind Attribute.

Bottom Line: This card, while an Interesting Idea, only the most dedicated of Wind Control decks can support it. Perhaps in a couple sets, this card’ll see play. But as of now, I don’t think it will.

Constructed: 3.5/5 (4/5 if in a dedicated Wind deck.)

Limited: 1/5 (No, just…No…Avoid cards like this at all costs.)
 


Uberdylan

Wind Style: Great Breakthrough

This is basically wind's response to Giant Vortex Jutsu, and it doesn't do quite as good a job. Whereas Vortex can send only your opponent's team away, this sends every ninja on the field packing. However, that means no chump blockers; use this on your opponent's turn, and if you have 8 rewards, that's game; they won't have anyone that can use a jutsu.

As for its actual playability, it loses some points; there are currently, hmmm...

One wind jonin. And she has no effect and weak stats. This also has three chakra symbols; a deck would have to have enough wind to fuel it, and enough of something else to bring out a jonin.

Constructed/Limited: 3/5 It works in theory, but not so much in practice.

Art: 1.5/5 Boooooring.

This card review brought to you by Uberdylan. Have a nice day.
 


Rakath

Wind Style: Great Breakthrough

WHAT!? There are more than Ninjas in this game? Who knew... anyway, this is an impressively expensive Jutsu that just makes everyone less happy. 4 Cost (Wind|Wind|Wind|1) to make every ninja on the field go back to original owner's hand. It also needs the user to be a Jonin or spiffier. This does lead to one question of 'why would you sacrifice the field if you have a Jonin out. The answer is they might have 5 Jonin out and you don't like it. This is a deadly thing to pull out on someone, especially if they have some reliance on Teams like [Precious Fellow] NaruSasuSaku or [Formation] InoShikaCho

This is mostly a Fire/Wind or a Water/Wind deck card. Wind puredecks don't have enough users for it, and would perfer to keep their field full. It's a nice ace that could end badly depending on the Disguise Jutsu ruling.

Constructed Rating (Wind hybrid): 4.5/5
Limited Rating: 1/5 (Not nearly enough easy access Jonin rank ninjas considering this is a Rare. You'd need to be doing a mix Path/Coils Limited).
 


Big Daddy Skeletor

Friday has come, and today we review Wind Style: Great Breakthrough.

Element: WIND

Jutsu Cost: 3 WIND, 1 Generic

Requirements: "Jonin" or higher Rank

Target: Every Ninja

Effect: Move the target back to its original pwner's hand.

We get the game's first equivalent to Wrath of God. (if you don't play magic, its a card that murders the field for cheap) Very WIND Chakra Intensive, so it secludes itself to WIND Decks. The card should be only be used in copies of 1 in WIND Decks, and no more, you don't want it clogging your hand. However, if this card is played at the right time, it can give you massive field advantage, which is Key in this game at this point. if you play this, play it WISELY.

Constructed: 3/5 - Killer in the right deck, Crap in the wrong ones.

Limited: 1/5 - its too reliant on WIND Chakra for Limited. it wont see play.
 


Inaba the White Rabbit

Hello, card of the day readers! I am back from yesterday, here's the rundown:


If you pay any attention to names, then you may notice I am a new reviewer. I am Inaba the white Rabbit, at your service. You may see me doing card of the days in the near future, but for now, I am here to give you a review of the card Wind Style: Great Breakthrough!

Jutsu - Wind

Wind Style: Great Breakthrough

Wind / Wind / Wind / Rainbow

Requirments: "Jonin" or higher Rank.

Target: Every Ninja

Effect: Move the target back its original owners hand.

Rare

This Jutsu is one of those cards where it seems like they tried to balance it a bit too much - just like most Yu-Gi-Oh Cards aside from the ones with the most dangerous effects.

First off, you need a Jonin, which means that, if you can somehow pull this off, that you will lose your long awaited Jonin. Second, this costs massive chakra - three winds and 1 rainbow chakra, as I call it.

Truth be told, many wind cards are to good to pass up when drawn, and the few wind missions/jutsus you get will be using up wind chakra, making this card a better canidate for chakra than for actually being used. The chances of you succesfully using this card, unless in a deck primarily based around it, are slim to none.

Now that we've looked at the balancings, if that's what they should be called, we get to look at it's incredible effect: return every ninja to their owners hand. Deadly in it's own rite, but will it even help you? chances are, if you have enough wind Chakra available to use this, then you are giving you opponent a thorough woopin'. And if you are, then why return your best ninjas to your hand?

This card, for the massive chakra it costs, is just not worth it sometimes. Sure that Zabuza is getting returned to their hand, but how long will it take them before they get another water chakra card for it, if you didn't already return 1 to their hand?

Plus, keep in mind it hurts you, too.

Overall, I wouldn't use this card, unless their is some fatal combo I am missing, which I am almost posotive I am. But solely, without other cards, this card get's the following ratings:

Constructed: 2/5, will you ever actually use it, and if you do, will it help you?

Booster Draft: 1/5, just try and get enough winds to back this up, I dare ya'.

Sealed Draft: 1.5/5, increased a .5 of a point because of slightly easier acces to wind cards, through starter decks.

This is Inaba the White Rabbit, see ya later!
 

 

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