Average
Card Rating
Limited: 2.90
Constructed: 3.30
Ratings are
based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Fost
Kidomaru
Today’s COTD is a good one for water decks.
We see straight away that he has quite good stats
for a turn 3. His injured stats for support are the
same as his healthy stats. This is good because you
will mainly be using him for support anyway. The
good thing about the sound four is that their effect
is the same, which allows you to organize a team of
4 with other "The Four Sound Ninja”. If you are able
to do this the team’s stats would be 13.
However their effects are not valid which is a major
issue. Also it is very hard to get all four out at
the same time.
My advice is you should defiantly try them out if
you play a water deck.
Mainly not for their effect but for their stats. If
you are able to get them all out then it’s a bonus.
Constructed: 3/5
Limited: 3.75/5
Art: 3.75/5 ( It will be good to see these guys in
stage 2)
meb9000
Kidomaru
Sound/Male/The Four Sound Ninja/Water
Entrance Cost 3, Hand Cost 0
Combat/Support: 4/2, 2/2 injured
Effect: You may form a Team of 4 ninjas with this
card and other The Four Sound Ninja. when this team
is sent out to attack, none of your Ninjas can be
the target of your opponent's Jutsu cards.
Wow, that's quite an effect for a turn 3 Ninja. It's
cool to be reviewing one of the Sound 4, so let's
get started.
Kidomaru and his bretheren are unique in that they
can make for quite a large attack force in the 4-man
squad they are allowed to form. The effect is one
that can definitely pay off for the work that you
must put into it. Read it carefully, it says that
NONE of your Ninjas, including ones outside of the
Sound 4, can be targetted by Jutsus of your
opponent's. This means you will be completely safe
from 8 Trigrams, Vortexs, Breakthroughs, etc. A real
cool effect there. There is a slight chink in that
armor, though. this effect is not Valid, which means
that injury will ruin the fun. Another thing
bringing the Sound 4 down are that they are all turn
3, which means that it will be at least turn 6 by
the time you can play all of them, and that is if
you are lucky to get them all in succession. By turn
6, Jonin and Satoosas are stomping around, so be
careful. Also, none of the Sound 4 have ranks, which
is a bummer given that turn 3 is usually when
Special Jonin are played, ripe for Twin Snake
Sacrifice Jutsu.
Constructed: 2/5 Way too slow in my opinion, but
could pay off if lucky.
Limited: 2.75/6 Turn 3 Ninjas are always nice, plus
power is strong.
-Until Next Time, meb9000
Swordmaster
13
Sorry, missed Monday folks. Monday gave those of us
who like the Sand ninja one more big ninja with
likable stats and a decent effect, but today we get
one of the Sound Four, Kidomaru. Kidomaru is a Turn
3 Water ninja with 4/2 healthy and 2/2 injured
stats. Plus when he is out, you can use Four Flames
Formation(I found out this weekend that you only
need one of the Sound Four to use it). Kidomaru
isn't all that spectacular on his own as he works
best if you play Jirobou, Tayuya and Sakkon as well
as that Four Flames Formation can be used over and
over again. The question about any of the Sound Four
is whether or not a player will want to run all four
of Jirobou, Sakkon, Tayuya and Kidomaru in a Water
deck. Those three cards aren't just cards you throw
into a deck. They require a dedicated deck looking
to abuse the fact that you can run all four of them
on one team. I don't recommend throwing them in
individually in a deck unless you want to take
advantage of their pretty decent stats, but at Turn
3, you can also play Haku and Coils Orochimaru as
well. I would love to see someone try to build a fun
Sound ninja deck with these guys in it, but running
them individually means ignoring their effect and
looking at the stats and in Kidomaru's case, you
might want to put in Sakkon instead as he has higher
support, Tayuya for much the same reason as Sakkon
or Jirobou for the huge 5 combat at turn 3. Of the
Four Sound ninja, Kidomaru is probably the one least
likely to be run by himself.
Limited: 3/5(when 4/2 Turn 3 is big)
Constructed: 2/5(there are better options if you try
to run him solo).
St.
Yuriy
Kidomaru-Water-T 3-C 0
Sound l Male l The Four Sound Ninja
H 4/2 I 2/2 (Sound)
[Impenetrable Barrier]
You can organize a team of 4 Ninjas with other "The
Four Sound Ninja" Ninjas including this Ninja. While
this ninja is sent out to attack in this team, none
of your ninjas can be the target of your opponents
jutsu cards.
Him and Tayuya are the balanced ones of the Sound
Four. He has good combat and ok support, but Jirobo
has better combat and Tayuya has better support. So
unless you plan on running all 4 for their effect
then run one of the others.
Constructed - (Alone) 2.5/5.0, (Sound 4 Deck)
5.0/5.0
Limited - 3.0/5.0
Art - 1.0 (He looks kinda freaky and 6 arms are way
to many for me)
Beastly Mage
CotD for
Feb-27
Kidomaru (n-148)
Hello once again, Naruto fans. Beastly Mage here.
Today's card is Kidomaru, one of the Four Sound
Ninjas. Let's analyze this card, shall we?
First, it's a Water card, making him fit nicely in a
water or water-fire deck. He's got good healthy
stats, and decent injured stats for a turn-3 ninja.
A "Sound" combat attribute will help for a few
things, but the thing that gets people looking for
this guy the most is the effect. A four-ninja team
that can't be targeted by jutsus is great, though
the effect is not valid. Still, if you have the
other three, run them all. They could help a bit if
you organize the team well.
Ratings:
Constructed: 4/5 in a Sound deck, 3.5 in everything
else
Limited: 4/5 if you can get the others, 3/5 if alone
the
bogosian explosion
iew the res
Kidomaru, one of the great sound four
ninjas!!!!!!
NOT!! I was severely disappointed when i
saw all four of the sound ninjas. I
expected a lot more from theses cards and i
pray we don't review the rest cause all that
can be said about them all can be said about
this card. The stats are not bad for a
bunch of turn threes, however the two things
that prevent me from playing them in a deck
are:
1. Their effect does not kick in until
turn six...and frankly by that time i have
the third hokage out and i could ruin this
team by using his effect =(
2. they have no rank...which means they
aren't compatible with a lot of jutsus and
missions such as twin sacrafice jutsu or The
end of the demon.
bottomline, unless your making a dedicated
mono water/sound deck avoid these cards.
Although if your in limited it would not be
a bad pick up.