based on a 1 to 5 scale.
1 being the worst.
3 = average.
5 is the highest rating.
This mission is the heart of the new Sound Ninja
decks. Being a Super Rare it's a bit hard to come
by, but with this mission you can make that deck run
better. OK, so, you can find State 2 jutsus by
discarding two chakras. But the real kicker is that
this card works with the State 2 Sound Ninjas.
Remember, each of them gets +1 Turn and Hand cost
when this card is not out.
Limited: 3/5 (if you can draft enough State 2's)
Constructed: 5/5 (State 2 deck)
Art: Welcome to Jurassic Park/5
Alucard of the Abyss
Today we continue Mission
week with another Mission from Battle of Destiny.
Today's Mission is one of my favorites from the set.
Today we get to Power of State 2.
It's a turn 2 Mission that makes Sound 5 decks
pretty playable. Not top level yet, but it gives
them potential. Now besides the effect, the Mission
is important because the State 2 Sound 5 need this
in play or they get +1 to thier turn and hand cost.
That automatically makes it important if you plan on
using a lot of State 2 Ninjas or multiple copies of
Kimimaro [Assault from Behind] or [Most Powerful
Pike] because it makes his hand cost 1 instead of 2.
Now onto the effect, it's a pretty decent one. You
drop two Chakra to search your deck for a Jutsu with
"Requirements - State 2" from your deck and add it
to your hand. The downside to this effect is you
have to bog your deck down with character specific
Jutsu and you are dropping Chakra you can use to
play the Jutsu to get it. Now there are some of the
State 2 Jutsu worth playing (Fierce Rip immediately
comes to mind) but for the most part you will be
using this for the name of the Mission itself rather
than it's effect. Now for some combo potential you
can use the new Orochimaru from The Chosen that can
play Water Jutsu with a Jutsu cost of 3 or less
regardless of requirements and start tossing out
those Fierce Rips and Clematis Dance: Flower/Vines
without needing the State 2 Ninjas in play.
Basically Power of State 2 goes in Sound 5 decks and
In Limited it's basically bad. The chance of pulling
Power of State 2 plus more than 1 State 2 Ninja to
abuse it with are pretty high. Pass this over in
The art is pretty good. I've always thought
Kimimaro's dinosaur form was one of the better
looking State 2 transformations.
Constructed: 4/5 (in Sound 5 only)
Limited: 1/5 (not good here)
Art: 4/5 (very cool)
Tomorrow we get to my favorite Mission card in
Battle of Destiny. It's an oddly named Mission and
my review will reveal the reason behind it's odd
name. Be sure to check it out.
Power of State 2. It is
hard to review this kind of card, it is garbage in
the average deck, but almost a staple in its own
deck. Anyway, it is a permanent, which helps, since
you'll want this card out the whole game. It allows
your State 2 Sound 5 ninjas to come into play on
their printed turn and with the printed hand cost.
Making them much better. The effect of the card
itself can be useful, since water can generate a lot
of chakra with Bingo Book, AoUR, The Sound Ninja
Five, etc. It searches out a State 2 jutsu for 2
chakra. A somewhat self-defeating effect, since you
need chakra to pay a jutsu, but as I said before,
water can generate a lot. With the new Orochimaru
that can use any water jutsu of cost 3 or less
regardless of requirement, this effect might see
even more use, since now you can have 2 different
ninjas in a deck who can use Clematis Dance:Flower,
Arhat Fist, Spider Bow:Fierce Rip, and possibly 3
who can use Summoning Rashoman.
Constructed:5/5(Sound deck only)
Limited:1/5(hard to pull this and a state 2 sound
ninja, and the jutsus).
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