based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Huge Difference in Ability
When this first came out, it wasn't worth much; what
did you have to fear from anything lower than Jonin-level
jutsus? But now we have the sannins, and gains a...
huge difference in ability. Punned. Anyway, if you
run sannins, this lets you beat down on Kakashi,
Itachi, any jonin you want with impunity;
unfortunately, you still have to be careful that
they don't, say, bounce your supporting Kurenai,
Also a plus is that it only works for you and is a
Constructed 3.5/5 if you run several sannins/kages
Art: Why does everyone dress so stupidly in Naruto?
Orange jumpsuit, flowery robes, and knee-high
shorts... with tube socks. (PS: I know he's not
wearing tube socks. Shut up.)
Tuesday's card is a new
Mission in Dream Legacy, Huge Difference in Ability.
A Turn 4 Water Mission, Huge Difference in Ability
makes all your ninja unaffected by Jutsus used by
ninjas of lower rank. By the time you pull this out,
you'll be playing your Jonin level ninja. It'll
matter more when Satoosa and Sanin come into play,
but how much does it really do for you. It seems to
be a pretty decent card, but not something you'll be
replacing Bingo Book or Appearance of Unknown Rivals
with. Not a bad card, more likely a sideboard if it
ever sees play in a game-winning deck.
Difference in Ability (m182)
Greetings Naruto fans. Today's card is one that can
protect your Ninjas from a few Jutsus. If your
opponent's Ninja has a lower rank than your Ninjas
with a higher rank, the jutsu won't affect them.
Against Feedori Decks, it's a killer. It's a water
card, so it can fit pretty well in Steam decks as
well as mono-water decks. Try it and see.
Huge Difference in Ability
Today, we are looking at the permanent mission card
called Huge Difference in Ability. It's a turn 4
Mission, and it's for one of the strongest elements
out there which would be water. Its effect is pretty
nasty if you can hit your drops effectively, and
especially good when your opponent misses a drop.
The effect is nasty in the right deck, but most
decks are based around a solid build up to the turn
6 drop, which means it might be useless, or it might
be helpful. Either way, Huge Difference in Ability
is worth a shot in testing out. It depends on some
luck and skill play to play and have it work, but if
does, you can be protected by those game changing
jutsu's that you might not normally be able to stop.
I wouldn't encourage relying on this card that much
Constructed: If you can pull it off... 3.5/5...
However, most of the time it wont work.
Limited: 4/5, It can be nasty if you have a Jonin
out and no one even got a Jonin.
Art: It has a nice touch to it 4/5
Darth Sideous Out!
Today’s card, Huge
Difference in Ability, will see some play in today’s
Meta as it fits in perfectly with mono- water. HDiA
makes jutsu cards used by your opponents ninjas, not
affect your ninjas of a higher rank. This card can
be extremely powerful, making some teams completely
untouchable from your opponent’s ninjas. This
especially holds true in mono- water which has a
large array of late game ninjas including Kabuto,
Zabuza, 2nd Hokage, and Orochimaru. Often,
Orochimaru would be able to drop a vortex worry free
of getting trigrammed from any of your opponent’s
ninjas. Overall HDiA is a somewhat situational card
that has the probability of creating untouchable
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