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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
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.
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
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
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