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Vessel for Dreams
#M-736


Reviewed Mar. 24, 2011

Average Card Rating

Limited: 2.50
Unlimited: 2.20
Block: 2.95

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


Beastly Mage

Vessel for Dreams
 
Today's card is a Water Mission that can work well with the Empty-Handed strategy Water decks are using. When you discard a card from your hand due to the effect of one of your Ninja or Mission cards, you draw a card and remove one coin from this Mission. When this card is discarded due to one of your effects you draw another card. So, this card could give you four draws. That can be good in many situations. Since a lot of Water cards now rely on discarding from your own hand this card could work well that way. Pretty useful as sideboard material as well.
 
Ratings:
 
Limited: 2/5
Constructed: 2/5
Block: 3/5
Art: It's an Emo vessel.../5


ninja_
cupcakes

===================
M-736 Vessel for Dreams
===================

Today's mission is a nice card for Water's new "discard your hand" theme. The first effect of the card is mandatory, so if you play the effect of the Set 20 Karin and Suigetsu on the same turn, you'll draw two cards. Unfortunately, when this happens you also remove a coin off of the card, which will lower the amount of times you can use the effect to three at best. It's second effect triggers if you discarded it from your hand due to one of your cards, like the new Karin, and allows you to draw a card. This is pretty nifty especially if used for Karin's effect, as it allows you to draw two cards with no consequence.

The only downside to this card is that there are still much better missions you can be running in water, but give it a go if you have the room.

Limited: 2.5/5
Constructed: 2/5
Block: 2.75/5


That Guy

A Dream Vessel Full of Nightmares...

Oh, poor Kimimaro...even in the real world you are forced to be associated with the term "unnecessary". Bringing back thoughts to the Naruto anime I felt Kimimaro was a character that, grant it more time and detail, could have been an amazing and interesting plot twist or at the least a good long term villain; but the focus moves once again past you to our real prize: Vessel for Dreams. Breaking this card down I could only feel one term blast into my mind: "unnecessary".

Before the fires of flaming arguments says otherwise I say this: Why does water need this? Where is this one effect going to add in your final equation of victory? Vessel for Dreams is a trying to almost mimic the efficiency brought to us by yesterdays card, giving a mono water or even splash deck some better incentives for their discarding past simple cause and effect scenarios but I don't see this one card having the power necessary for competitive play, something so common in water missions and jutsu's. Honestly the only thing attracting me here is that it is a turn 1 mission, so (and correct me please if I'm wrong) discarding effects activated by cards like Dosu are a double win.

In my opinion the element water was always about going above and beyond in force or controlling what you deemed effective for victory (i.e. reduce your opponents chakra or full removal of a team, something like that) and I'm not seeing this draw card fit this description. My verdict, it's time to keep dreaming and float on by this card.


Constructed 2.5/5 ( Let's look for something better )
Limited 3/5 ( Purely the fact that your under more pressure to have draw power )
Block 3/5 ( Not sure if the other version of this card is allowed???)
Art 4/5 ( Because of Kimi...sounds like he is selling you a dream cruise )

 


 

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