Ratings are
based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
dust2dust
Great Ninja M-088
Pro:
-extra ninja
Con:
-heavy cost
Our first mission for Curse of the Sand is Great
Ninja, something that can get you that little edge
you need to win.
General-
This card has an unique effect, but not one we
haven't seen yet. Remember Shadow Clone Jutsu from
Coils of the Snake? Well this is like that, just a
bit different. First you can't pick a ninja that
isn't there already. The ninja does not have to be
the head ninja of a team either, and obviously, this
is a mission card, so it doesn't require a user
What's the use for this card:? Well this can get you
that extra battle reward you needed to win, and
still have chakra to prepare for the worst. Let say
you have a Jiraiya in your chakra area, and you have
a kakashi, you can play Great Ninja and make 2 teams
that can get you 4 battle reward. An even better
example is to bring back 4th hokage and use his
effect, and potentially some free battle award.
That's a lot for 2 cards (4th hokage that’s charged
for the Great Ninja, and Great Ninja himself).
Curse has some really promising things installed for
us. It might make fire/water not the most played
deck anymore.
Constructed: 3.5/5
Limited: 3.5/5
Beastly Bruin
Great Ninja
Hmm...I like it. I don't know if I'd use it, but I
like it. On the one hand, it's the closest thing
this game has to the old "dump and revive" mechanic
that Yugioh players know and love. Example: Dump a
big ninja like Might Guy in your Chakra area in
anticipation of this card, and when you get it, pull
Guy out free of charge for a turn to give you an
added boost.
Another plus is that this card doesn't have the
dreaded "this counts as your one-ninja-per-turn"
text.
On the downside, the Ninja you bring out has a
time-bomb around it's neck with a short timer. This
card would be infinitely better if it's effect were
closer to Orochimaru's and you discarded the ninja
at the beginning of your next turn.
Either way, it's a good way to catch your opponent
off guard, and should help strengthen the relatively
weak Lightning Element.
In Limited, being a rare, you may not see it, but if
you're drafting Lightning, this card could win you a
game or two. Good luck...
Constructing Lightning: 3.5/5
Limited: 4/5 if you can pull it.
Jeffthebear
Great Ninja - M088
Type: Lightning
Discard: 1
Target: 1 ninja in your chakra area
Effect: Move the target into your village. The
target is discarded at the
end of the turn, however you cannot select a ninja
that has the same name as
one in your village.
Umm..maybe I'm missing something but why are we
reviewing this card?
I'll admit it's a little nifty in the sense that you
can bring back one of your
ninjas that you used for discarding purposes but it
gives you almost no long term advantage and no field
presence it's only there for 1 turn.
The only real combo I can think of for this card is
maybe bring back
Rock Lee- Gates open and score a big hit or bring
back him and use 8 inner gates.
Maybe bring back a jonin to break through for a turn
or bring Kakashi so you can Sharingan eye something
you know he has? Perhaps its just me but I don't
think this card is all that great I mean its not
horrible but nothing in it
really stands out to me.
Sorry for me not writing a review the past two days
I kinda dropped
the ball cause I'm brand new and didn't realize how
the pojo card of the day
works yet, but I have it now so my apologies.
Also sorry for this review being short but I don't
see the need to
drag it on today I don't really have that much of an
appreciation for this card and
since like every card in the next set is lightning,
I think we will have
better choices for lightning.
Thanks for listening see you all tomorrow, same bat
time , same bat channel.
Raban
Pro:
-Extra ninja out in a turn, maybe more rewards
Con:
-discarded
Ok today we look at a mission from the curse of the
sand. It's great ninja.
i like this card because you could have to pay third
hokage witha kakashi, and get him right back. I
realize that he dies, but this could be a potential
game winning move. So, if you had 8 battle rewards,
and only a zabuza in play and your opponent has 2
battle rewards and kurenai and the third in play,
then play the third, hand costing with kakashi, then
play the mission, swing with 2 6es and a five for
the win.
Work on finding your own combos, see you guys later.
Ray out.
RiiZ
Great Ninja
I’m not sure how I feel about this card. I must say,
normally, ninja’s don’t end up in my chakera pile
unless said ninja is already in my village with no
reasonable expectation of death in the next turn or
two. Sometimes, late game, I will charge like crazy
to avoid a hidden mist or wind scythe, but still,
I’m not sure this care will be of much use. Perhaps
if I were to run 25 ninjas, or felt more comfortable
charging them or dropping them for other missions.
This mission has a very “bingo book” like feel to
it. I think it’s better than bingo book because when
you do use it, you are guaranteed to get a ninja.
Additionally, I do like to pay zabuza’s hand cost
with zabuza, and it would be a nasty surprise if
someone wasted an end of the demon or a high cost
jutsu just to see my hand cost zabuza pop right back
out to the village like his deployment buddy did the
turn before. So again the mixed feelings, some
people may be able to use this card to do terrible
things, but I do wish the text would lack the “there
may be no other ninja in your village with the same
name.” Anyway, since I’m sure that this will pop up
in some tournament, surprise me, and tick me off,
I’ll give it a mediocre review.