Ratings are
based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Uberdylan
Power of the Youth
Oh. Dear. God. The swarming potential... Get out as
many turn three or less (not even limited to Genin!)
ninja as possible, separate into individual teams,
and SWING FOR THE WIN!!! Your opponent can only
block three at best... We even have stall cards for
it. The potential is endless.
5/5 in its own deck
Swordmaster
13
Thursday's card is a
Mission from Eternal Rivalry called The Power of
Youth, an Earth Mission that could see play for
certain decks. This card comes out at Turn 3 and
allows you to send more than three teams out if you
control only ninjas of Turn 3 or less. It comes out
at the perfect time, but more than likely you'll
only get one use out of it. This card is okay in
concept, but you'll won't be able to send out a
whole lot of ninjas out unless you run some Genin
rush deck or something using Ninja Academy to play
more than one ninja at a time. If you can make it
work somehow, I can see this being good, but it
would need a deck built around it.
Limited: 1/5(there won't be a good enough way to
abuse this)
Constructed: 2/5(someone may attempt to make a fun
deck around this)
Beastly Mage
Power of
the Youth (M-US020)
Another day, another card. This one is an US
exclusive mission. Power of the Youth allows you,
for two turns, to send out more than three teams out
to battle as long as their entrance cost is equal or
lesser than 3. Genins, Chunins, and Special Jonins
come to mind, since their entrance cost tends to be
of 3 or less. This card is excellent for decks based
on Ninjas with those ranks (such as Mental Power
decks and others). Try it and see.
Ratings:
Limited: 4/5
Constructed: 4/5
Art: 3/5 (Why is Kiba's face covered?!)
Akira
Power of the Youth is a
turn 3 earth mission that will definitely see heavy
play in Tempo decks, where the goal is to play as
many ninjas as possible and swarm your opponents,
taking many battle rewards before they can get their
jonins into play.
With this mission, you can gain a ton of battle
rewards. If your opponent only has 3 teams, and you
split up your 7 ninjas into their own teams, that's
4 battle rewards.
And it's a permanent (2) meaning you get to send out
more than 3 teams for 2 turns into a row. Score
several BRs, force your opponent to split their
teams so that their ninjas can go head-to-head with
yours, and then put your teams back together to
crush/injure your opponents single ninjas.
It's somewhat conditional, and better suited for
late game when you have many ninjas, which Tempo
doesn't like too much. However on turn 3 when this
mission is legal to play, you should hopefully have
4 ninjas, and your opponent should hopefully only
have 1 or 2 teams.
In limited, it's awesome. There isn't much mission
negation going around, games tend to last longer
without stuff like Chidori to end battles, and 7 BRS
shouldn't be hard to get at all. (assuming you get
this during the Eternal Rivalry Premier)
Constructed: 4/5
Limited: 5/5
Art: 3/5
Ajj
Today we look at Power of
Youth, the card that just might make Wind/ Earth
Tempo the new Meta. PoY is a turn 3 permanent (2)
mission that allows you to attack with as many teams
as you want as long as you have no 4 drop or higher
ninjas in play. Though not that incredible on turn 3
when you’ll only have 4 ninjas, on turn 4, 5, or 6
this card can be game winning, especially since it
lasts 2 turns, allowing you to drop a Changes in
Pairings or Pass Permit with it in play. Even
better, it can be paired with Emi, spelling almost
certain defeat for your opponent. Overall, Power of
Youth is a great card that has the potential to
really break tempo this set.
Limited: 2/5 (Not very much power outside of Tempo)
Constructed: 5/5 (Incredibly powerful earth mission,
maybe meta changing)
Art: 3/5 (Meh)
Byakuya Kuchiki
Power of the Youth
Today we are looking at the Rare Power of the Youth
Card. It's an Earth Mission that will definately see
some kind of action next set. It allows you to send
out more than 3 team to attack if you only have
Ninja's of turn 3 or less. It's also permanent 2,
which is pretty good as well. With the number of
decks increasing in the Tempo area, this card will
definately help you get some battle rewards even if
you don' win all of the battles. I really can't
complain with this card, I like it a lot and I plan
on trying it out in my tempo deck.
My ratings:
Constructed: 4/5
Limited: 4/5
Erk2106
Hello all. It's Friday and
you all know what that means. It is time for another
Card of the Day. Today's card is a Lightning Jutsu
called Head Butt. Cost 1 of anything, Requirements:
1 injured ninja Target: User and 1 ninja battling
against the user. Effect: The targets power can't be
added to their Team Power. I see a whole new use for
Naruto Uzumaki (Nine-tailed Chakra). It could even
be more useful with the Naruto(Overflowing Power)
from this set.