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based on a 1 to 5 scale.
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Today's card is a new version of Water Prison Jutsu.
This card can only be used by a Jonin or higher rank
Ninja. The effect can be disastrous for your
opponent. Every Ninja with a turn cost of 4 or less
has their combat and support reduced to 0. If played
right that can mean your opponent will receive an
Outstanding Victory... OUCH!!! In constructed, this
can work great. Try it and see.
Art: Still can't see the teeth.../5
Water Prison Jutsu
I wonder....should I say hello to you all every
review or just once in a while, I guess that's
really my decision. Well then Shalom (Hebrew for
Water Prison Jutsu, a classic in itself. This
version of water prison jutsu is possibly better
than the original because it effects multiple
targets. Again I am one to bring up the matter of
versatility, being that this cards balance is that
it needs to be activated through a jonin instead of
the original water prison being able to be used any
ninja. This fact though doesn't hamper this card,
and honestly this water prison will work with the
old water prison when you find your own balance
between them (since you can only run up to 3 "water
prison jutsu"). The best way to figure out the
balance between the two is to know your playing
style and how your deck runs, simply put if your
heavy on the jonin's or base your deck around them
then run 2 of this water prison, other wise 1 and 2
of the old water prison. The only problem, no I
should say restriction, is that this card only
effects ninja's of an entrance cost of 4 or less.
Being used by a jonin you lose any type of huge
advantage by draining early game. But now a days
there are many ways to bring out jonin's earlier and
since this is water a turn 3 orichimaru comes to
mind ( muhaha ). Also once you do get a jonin out
small chump blocking teams of 2 to 3 will be
annilated, usually though chump blockers are solo.
Constructed: 3.5 / 5 in a mix deck (4.5/5 in
Art: *Read Subtext* "How am I supposed to breathe
with no air...air...wooaahh"
Hello one and all, today we are covering the new
Water Prison Jutsu from set 12.
I like this card, maybe even more than the original.
So if it's turn 3 or higher, you have access to the
ultimate shadow clone jutsu counter, the original
one was no specific and only brought down the
combat, which made it easy to get around.
A good thing about this card is that before turn 5
(giving you 2 turns to do it) you can drop the
entire opposing team down to a 0, that's pretty
If you're playing water next format, and you
splashed in the kankuro tactician from set 12, this
card is screaming your name.
Constructed: 4 out of 5. It's not water's best
jutsu, but it's solid.
Limited: 4 out of 5. Solid cost hurts in this format
Art: 4 out of 5. Sharkman is amazing
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