Ratings are
based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Rasengan
2theface
Tide of the Deadly Combat
Pros: Heal Your Ninja
Injure Your Opponent’s
Cons: Could Injure Your Ninja
Could Heal Your Opponent’s Ninja
Turn 5 Drop
This has become one of my favorite cards as of late.
Late in the game you’re throwing what ninja you have
at your opponent as chump blockers and then suddenly
you top deck this. Suddenly your field looks awesome
and your opponent is looking to see if they can dig
their way out of a hole. This can be even better if
you combo this with underrated Fourth Hokage by
injuring all ninja on the board and dropping him to
heal all of yours. Can you say face? By far this is
one of my top five cards in the game right now
because of the amazing advantage it can create.
Constructed: 5/5
Limited: 5/5 (Huge advantage if you happen to pull a
Fourth with it in a Fire/Lightening build)
Art: 3/5
Stryker
Hey to all faithful Pojo
readers, welcome to another Naruto COTD, with your
host...me! -Hears crickets- Sorry I wasn't able to
post recently, but finals are kickin in nowadays,
and I'm pulling some all nighters. Today we're
reviewing a rather interesting card:
Tide of the Deadly Combat-Rare Fire Mission; Costs:
5-1
Target: (1) Every Healthy Ninja
(2) Every Injured Ninja
Effect: Injure target (1). Heal target (2).
This is a rather intersting card, seeing as how it
affects both players' Villages. Waiting till turn 5
is a bit of a stretch, but the effect may come in
handy. Every Ninja is targeted by this Missions
effect, as it does not state that only YOUR Ninjas
are affected. To be able to put a good ol hurtin on
the Ninjas that are healthy, to heal your wounded
ones, is a great effect actually. It could backfire
though, and that's a major drawback. What if you
don't happen to have any injured Ninjas, or just a
couple? This card could be the downfall of your
Battle, but on the other hand, if most or all of
your Ninjas are injured, then this card saves them,
and injured your healthy NInjas, a small price to
pay I'd think. Don't go around throwing this card in
every Fire deck though, you need to not only time
it, but fit it in as well.
Constructed: 3/5 (Choose wisely....)
Limited: 3/5 (Might save ya, or end ya)
N. Jolly
Tide of the Deadly Combat
The Good
-Massive Field Altering
-Element
-Turn Cost
The Bad
-Not always useful
It's N. again, this time with one of my favorite
cards, Tide of the Deadly Combat. Now this is
probably the best Fire mission in the game, and one
of the best missions overall. For just a simple fire
charge, you can completely change the board, and no
ninja is exempt. You can take your field of injured
ninjas, and turn the game around in a huge way, and
keep your opponent on the defensive at the same
time. But with most great cards, it has to be used
wisely. Dropping it too early and you won't get the
full benifit, which is why it being a turn five card
is great. It makes sure you're going to injure
something that really matters. With a card this
powerful, you can really make your opponent think
twice about attacking, less that team he just
completely defeated becomes healthy while his team
gets injured.