based on a 1 to 5 scale.
1 being the worst.
3 = average.
5 is the highest rating.
[Meal]... simple name for a cool effect. OK, so
he's got the same limitation that all State 2 Sound
Ninjas have (he gets +1 entrance and hand cost when
The Power of State 2 is not out), but he's got the
sort of effect that can help Chakra control decks:
discard one of your opponent's chakra cards to move
one card in your discard pile to your chakra area.
I've used this guy and he's quite helpful. Problem
is getting him out on turn 4 (like he's supposed
to). On top of that he's got no rank, which can
usually justify having a Ninja with one hand cost
out. Still, he's pretty good. Give him a shot. He
can give your opponent a nasty surprise.
Limited: 3/5 (if you can get enough Water cards)
Constructed: 4/5 (both in State 2 decks as in
Chakra control decks)
Art: Is that a giant meatball holding another
6/0 4/0 and either turn 4 or turn 5 with a hand
cost. His effect, if he is in your hand when the
power of state two is not in play, he gains +1 turn
cost and +1 hand cost, also when he goes out to
battle you discard one of your foes chakras and turn
a card in your discard pile into chakra. Because of
his effect he is actually quite playable in any sort
of mono-water or water/x deck. Of course he is best
in a sound 4 deck because it would be easier to play
constructed:5/5 in a sound 4 deck 3.5/5 in any other
water based deck
limited:4/5 if you pull enough water cards otherwise
Welcome to Friday's Naruto CotD!Today's card is Jirobo, in his state 2 form.
This is a very playable card.It has its uses, taking a chakra from your
opponent and you gaining a chakra from your discard
Yoroi effect version 2.
However, taking up a 5 drop slot
(unless you play Power of State 2), is hard to fill.Usually people play Zabuza or Kidomaru in
Jirobo(Meal). Jirobo's State 2 version, and
let me tell you, it is his best. First off,
while past Jirobo's have been 5/0,0/0s meaning that
they're useless when injured(not quite useless, but
you get my drift.). The other Jirobos were
decent, because they had 5 combat on turn 3,
possibly 6 for the State 1 version. However,
this Jirobo is 6/0,4/0. Not only does he
finally have injured stats, but they're not bad,
besides support on him being non-existant.
Now, he has the pros/cons of any State 2 of the
Sound 5, in that he'll need Power of State 2 to be
the most efficient. With it, he's a turn 4
with no hand cost, along with those great combat
stats. His effect is what makes him so good
though. When this ninja is sent out to battle,
you can select and discard 1 of your opponent's
chakras, then place 1 card in your discard pile into
your chakra area. Similar to Yoroi and Kisame,
this ninja takes away opponent's chakra. The 2
big advantages of Jirobo over the others, is that it
happens when attacking or blocking, and you get to
add a card from your discard to your chakra.
Kisame may steal 2, but he does it at the end of the
turn, and only when attacking. I'm not saying
Jirobo is better than Kisame, but they both have
their strengths. Jirobo's allows a state 2
deck to run at fully capacity, but getting rid of
your opponent's chakra, and resupplying your own for
jutsus/Power of State 2 to search for a good jutsu
you need. In my opinion, Jirobo is the second
best of the State 2 Sound 5(Third best if you're
counting individual state 2 versions) with Kimimaro
being the best. Kidomaru and Tayuya tie for
third(depending on your luck with him his rating can
go up or down), and Sakon/Ukon taking up the rear.
If you're running a State 2 deck, you run this
version of Jirobo if you're running him at all, and
I think you should. He can also work decently
in a non-Power of State 2 water deck that wants
another ninja that can steal chakra.
Constructed:4/5(His lack of validity hurts, 4.5/5 in
State 2 deck.)
Limited:3.5/5(While your chances of pulling Power of
State 2 are slim, you can still just pay the hand
cost and wait an extra turn for a power house that
will steal chakra)
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