Pojo's Naruto Card of the Day
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based on a 1 to 5 scale.
1 being the worst.
3 = average.
5 is the highest rating.
card is an interesting one. Trap is a good counter
in many cases, but not all. Giving damage is good in
pretty much any deck. Sure, it's got rank
requirements, but it can still help in limited.
Though there are better options in constructed. Not
much more to say, I'm afraid.
Art: =\ /5
Nick 2008 Stone
Well, yet another water jutsu water just doesn't
have room for. When water is loaded with plenty of
other instant damage and removal, who is going to
use space for this card? I sure won't. Besides that,
it has a requirement of chunin or higher as a water
card...pointless. So, unless you are running Demon
Brothers, you won't be using this card until turn 4
when your jonin start popping out anyway. In Limited
though, it might actually see some use especially as
the Sasuke starter is half water from what I hear.
Damage is pretty nifty in limited, but water just
doesn't have the room for yet another lackluster
jutsu. This seems like it would be better suited in
earth in all honesty.
4/14 Tuesday - Trap - Jutsu - Water
This card seems like a reverse Paper Bomb in a
sense, dealing a damage IF your target uses a jutsu.
While it's a very cheap jutsu for nice damage, it's
also very situational. I'm generally not a fan of
cards that require your opponent to do something.
It'll likely surprise your opponent when you use it
the first time, but after that it's quite easy to
work around. Water has a good amount of users, but
you can't toss out dropping it against Shadow Clone
users early, which is important.
It's a nice card because it's cheap and it's damage,
but it relies on your opponent. I'm just not a huge
fan of that, but I can see it seeing limited play.
Constructed: 2.2 out of 5.0 (Cheap, situational
Limited: 1.5 out of 5.0 (Unlikely.)
Todays card sure is a funny one, good? Not so much,
but very funny. Today we preview Trap from set 13
For 1 chakra along with chunin rank you can give 1
damage to a ninja battling against the use if they
use a jutsu card. The upside to this is when going
against the mass pump decks like tenten you can
chain Trap at the end to give 1 damage or even kill
the ninja spamming night attack.
Personally, I would've considered this card if the
target was all ninjas battling against. I might've
even played it as a 1 of if it had 1-2 extra cost,
just because of what jutsu cards are doing in this
meta, which is everything. (the days of
Gaara-shika-cho dominating seem long behind us now)
but as it is, get ready to pull this and then never
see it again as it goes to the shoe-box.
Constucted: 1 out of 5. Pretty under-whelming for a
Art: 3 out of 5. Aw man, Iruka is "traped" in a
hendrix inspired trip!
Until next time, this is the poo toucher
I've trapped you all...in this review, muhahahahaha.
Today's card is actually named Trap, which by
it's effect is fitting. Trap is basically water's
version of lightning's Exploding Tag. It works in
the reverse of Exploding Tag's effect, where as if
you did not activate a jutsu you would be injured,
this card makes your opponent get injured if they
activate a jutsu. The problem I see with this card
is that the jutsu's effect has to applied in order
for damage to be dealt. This means you can't just
deal out injury and negate the jutsu, you have to
let it happen then cause injury. The fact that this
jutsu is one water makes it seem mildly okay but the
requirement of needing to be at least a chunin adds
more frustration to this card. I feel that this card
won't be used as much or at all because it's not a
very proactive card, basically you could use it
offensively but you have to have your opponent
actually do something to make it useful. The best
part of this card is that it might make your
opponent rethink about activating a certain jutsu.
Art: Hahahahaha...I've trapped you. Your over there
and I'm over here.
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