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based on a 1 to 5 scale.
1 being the worst.
3 = average.
5 is the highest rating.
This is a card that can help (if only a bit) Water
decks... which always seem to have a lot of helpful
Unstable Ground weakens all non-Water Ninjas by
-2/-2 for 3 turns, which makes it a good sideboard
material for mixed-Water decks, and a great option
for Mono-Water. Not that good in limited, since you
never know what you'll have to draft.
Overall, it's a good card if used right.
Art: Why does Neji look like an ant in this one?!/5
Friday 4/16 - Unstable Ground - Mission - Water
The card that comes to mind with Unstable Ground is
Attack on the Blind Spots. Yes, I know this doesn't
technically stop teams from blocking, but it can
indirectly do that.
First off, like Attack on the Blind Spots, your deck
needs to be geared up for this card, so pretty much
you're running all Water Ninjas. The problem there
is you'd likely have to sacrifice a lot of early
game, or just set your early game aside once you're
ready to go. Either way it's not a good thing.
On the flip-side, there are few, if any, Water
Ninjas that are ever splashed. So unless you're
playing against Water (which would make this card
near pointless), you're looking at a blanket -2/-2.
Teams of three will be down 6 power, and funny
thing, back Ninjas with 1 support actually make the
team WEAKER. Works best on the turn this is dropped,
because it could make every of their teams
susceptible to the OV, though if they're chumping
that likely won't matter (and which makes it unlike
Attack on the Blind Spots).
Unstable Ground can put you on the direct offense,
and extremely weak opposing attacks, as it'll be
much harder to push through with 5 power. However,
it is a T4 card, and with weak early game, you'd
need to survive that long first. This is one of the
random sleeper cards in my opinion; it can change
the course of some games, and should get better if
Mono-Water with no splashes ever becomes viable.
Constructed: 2.7 out of 5.0 (Decent card, though
likely won't see much play at the moment.)
Limited: 1.4 out of 5.0 (Would be funny, that's
This, because of being Element-based, is side-deck
only. Because of that, it loses LOTS of playability.
But a 3-turn -2 to all your opponent's ninjas can be
really devastating. Mostly to Puppets, which means
this is a terrific counter to them. It won't help
against too much else, because Water should be
beating the opponents anyway, but this'll give you
more teams to attack with.
Art: Meh. Bad.
Fun Fact: Too bad only Water ninjas have Levitate.
This card can cripple an opposing player real quick.
A potential -6 to each of your opponent's teams
means they won't be blocking or attacking you unless
they've got several Jutsu to ensure they don't get
OV'd, and even then they have to be wary of looming
Vortex and Currents. I'm liking this new trend that
we're starting to see where Water gets powerful
missions to off-set the fact that it doesn't have
the best raw drawpower. Unstable Ground being a Turn
4 is a bit irritating (because I want to start OVing
teams on 3), but you should have no problem getting
there with Buying Time. Just be aware that it
weakens your non-Water Ninja as well.
Limited - 3/5 (If you draft this and Wednesday's
mission, you'll hand out a serious hurting.)
Constructed - 4/5
Artwork - OMG, Rock Lee used Shadow Possession on
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