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Exclusive Series #13 Preview:

Sasori & Deidara
 

#N-552
 

Review Date: 04.03.09

Average Card Rating

Constructed: 2.75
Limited: 2.00

Ratings are based on a 1 to 5 scale.
1 being the worst.
3 = average.
5 is the highest rating.


Beastly Mage

Sasori and Deidara

Today's card is a new squad from the upcoming set. Sasori and Deidara is one mean squad. OK, so it's a turn 7, but at least it doesn't have a hand cost. The effect activates at the end of the organization phase (after you're supposed to organize teams). You can discard 3 chakras so you can discard each Ninja that's in a one-Ninja team. Good thing: your opponent won't be able to chump block since now there won't be any chump blockers. Bad thing: it also kills YOUR single-team Ninjas. >.< Now, this squad boasts great stats (7/4 all around, and 3 Mental), and it's a RARE!!! Now, remember, this is a squad and not a platoon. Just remember to keep that in mind. ;-)

Ratings:

Limited: 1/5 (3/5 if you can actually draft the Ninjas).
Constructed: 3/5
Art: No Hiruko?! Rats!/5

The
Poo
Toucher
Happy Friday to all, let's end our earth week strong shall we? today we have for you the Sasori Deidara Squad.

This one is very, very simple, on the first glance it's bad. Having to not only play but have present on the table both Sasori and Deidara is a task that will not happen in most competitive decks. However there are two mission cards coming in this set that make this card worth a look:

Yes, I am talking about the some-what controversial Eternal Rivalry and Start of the New Chronicle cards.

I am a half-way smart person, and I do understand that 4 cards from hand on turn 8 is a huge investment, but allow me to play devils advocate for just a few moments of your time.....

If the squads have shown us anything, it is that you are vastly rewarded for playing them, let's use today's card as the example, for three chakra you can DISCARD, not damage, not injure, discard all ninjas in 1 man cells. And because of it's timing, you'll never hit your own cards. If this is on any ninja or even any platoon, my co-writer Gaara_ AKA mark howard would be ranting right now about how insanely strong it is. But because of the fact it is on a squad, by conventional means, you have to dedicate at least 2 ninjas with hand cost to your deck that fall on the exact same turn, and those ninjas effects are so different it's almost as if bandai didn't realize that in the anime they work together.

However, I am not a conventional kind of guy, and this card only dedicates you spend 1, that's right ONE, uno, un in your deck to get this kind of effect. And this squad is even in a separate pile, meaning you loose absolutely NOTHING by having this card. Not only that, but 4 colors can play this squad because of the two prior mentioned mission cards. Am I swaying you yet?

Let's now take a look at those four elements, if I still have your eyes. Lightning is known far and wide as an element that can add 4 cards a turn and do it fairly consistently (1 from the draw, 1 from The One Who Lives Within, 1 from Jiraiya, and 1 from Emina) isn't it funny that the mission take 4 cards? so for 1 turns work, you can play any, that's right any squad, including this one, or any other that fits the situation. If you have clear and present board advantage, you can grab the ever popular Sasuke Uchiha & Orochimaru to seal the deal. If you're up against traditional tempo, Kakashi Hatake and Might(y) Guy is your man. Naruto Vs. Sasuke got you on the Ropes? This card decimates it.

Now if you're playing Fire, the mission space is vastly uncharted. One of's are common place, and more times than not this will be turn 2 hand cost for your LAR, but that one incident that it's turn 8 and you have built up resources? drop a 7/4 7/4 with a destructive ability and mental 3 into play, forcing the opponent to react quickly, or lose the game. In high end play, that's a big factor.

Wind has it a little more difficult, But with there being no Sasori that is clearly a must see just yet and that element still favored to have a 2 for 5 exchange why not consider the mission that can play this kind of card as a one of?

Earth has it the hardest, without steady draw the fabled mission will all too many times go right out of the deck, but that one time it could be the surprise factor to win games, the choice really is yours.

All in all, this card is another reason why the "unconventional" way will become the coolest way to play squads, and this card seems to fall into the category of "win the game in X situation" kind of squad, I personally hope I grab myself one.

Constructed: 3 out of 5. Strong, but it will see little play because of it's hadicapibility

Art: 5 out of 5. It's about time we saw Sasori without the rowz.

If you didn't like this review, feel free to contact me, if you did, stick around, because I'm going no where. PT
Mark Howard HOLY POOP CRAP IN A BOX.

Today we have an EXTREMELY cool card. Sasori & Deidara has great stats, T7 (when you have them both out) with NO hand cost. For a mere 3 Chakra, AND after you organize teams, you totally nuke every single lone ninja your opponent has out. This can be devastating, but keep in mind that this is 3 Chakra, and you have to overwrite Sasori AND Deidara, which can be pretty costly.

Not too sure about this card, as I always finish the game by the fourth turn, so I have no late-game experience and can't say how many ninjas that Chakra will kill. Lols.

3.5/5
Art: Oh, so Sasori's gay.
Fun Fact: MC Hammer is so ****in' annoying.
StormVyper Zera Sasori & Deidara [Madness]

For the cost of 3 Chakra, you can discard every stand-alone ninja on your opponent's side of the field before you attack. This forces your opponent to fight with their main team(s) or start giving up Battle Rewards. 7/4~7/4 are some pretty nice stats too, but I do have 1 serious problems with this card: it's a Squad named "Sasori & Deidara". I doubt you'll see this Squad very often right now, as Deidara [Plastic Art] works best in Mono-Earth builds and our current Sasori cards don't really fit in. I guess you could use Beginning of the New Chronicle, but I don't feel this particular Squad is enough to warrant the steep drawback outside of Limited either (and even that's a stretch).

Limited: 3/5 (Draft this and 2 Beginning of a New Chronicle, and you're good to go?)
Constructed: 2/5 (Will you use this card often? Probably not, but it costs nothing to have on-hand just in case.)
Artwork: Ew, put that away Deidara.
~StormVyper Zera
Steven Dally Jr. Day 5, and yet another Squad card to be added on to the pile. I believe to
remember this being the last Squad NOT to be a fire type...let's take a look...

Well the first thing that jumps out in my mind, other then the turn 7 entrance cost (With no hand cost), as to be the solid 7/4 healthy, 7/4 injured stats (And the MP of 3). So basically a late game hitter you throw out and stomp all over what's left of your opponent's Ninja's. The effect helps you do this.

Discarding 3 of any of your chakra to blow up your opponent's field of teams
of only one ninja at the end of YOUR organization phase.

Now this effect is pretty nasty, and IMO balanced out by the fact that you do
have to cough up a fair amount of chakra to use it. Luckily NOT having to be a specific chakra. But the ability isn't valid, so one damage and now it's a vanilla. Not sure if it's worth it.

But by turn 7, if you aren't winning the game, and you don't have your opponent's ninja's in separate teams, I don't see him being useful (At least not as useful as Deidi). But him having the rank of Jonin, and the key 2 names Sasori and Deidara, might help some forget about that.

He is in a separate deck, which does help him out. But some people might not be willing to sack their Deidi or Sasori for this, having their effects mean more separate, then this one card. It's basically a toss up though, I can see people who run the uncommon versions of these two playing this card (Considering the uncommon ones have Ambush, it'd be easier anyways).


Rating -
Limited - 1.5/5 (They do have to have both of them in the set, which I think they do, but would you be willing to give them up?)
Constructed - 2.5-3/5 (Same problem, unless you are playing the Vanilla ones, are you willing to sack your two ninja's for this?)
Matthew
Low
4/3 Friday - Deidara and Sasori [Madness] Wind/Earth Squad

I knew there was something fishy when there was no COTD today. Just checked my trash and apparently I deleted it without knowing.

Anyway, extremely powerful effect. But it requires two Ninjas that themselves have great effects, unless you plan on playing the Vanilla versions. And they're both hand cost Ninja. Boo.

Three Chakra to force your opponent to have no 1 man chump blockers? NvsS is going to be a problem :(.

I can see this being a great card to seal the deal, but the downside are the Ninjas required and the turn cost. Still think the game is too fast for it, but it can be on the backburner is worth having an option of using.

Limited: 1.1 out of 5.0 (This card would be hilarious if you pull any of the two Squad searching cards.)
Constructed: 2.0 out of 5.0 (Great card effect, but it's too slow at the moment and you'd be giving up a lot. But perhaps it might be worth splashing the vanilla counterpart if you're bored...)
~matthewlow
 


 

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