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Immortality Jutsu

Card Number: J-172
 

Review Date: 07.26.07

Average Card Rating

Constructed: 3.75
Limited: 2.33

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.


Uberdylan

Immortality Jutsu

I was reviewing the Orochimaru versions we have, and one struck me immediately: Orochimaru [Reconnaissance]. If you happen to have it and another Orochimaru, you can use Immortality Jutsu to get out a more stable version by turn 3. In addition, Orichimaru [Deal] can be played repeatedly. An injured Orochimaru is healed, and a targeted orochimaru can escape a jutsu. In a water deck sporting three copies, this can be a very useful jutsu.

Limited: 2.5/5
Constructed: 3.9/5


Beastly Mage

Immortality Jutsu (j-172)

Today's card probably has the creepiest art ever since Orochimaru [Deal], and trust me, it takes a lot to creep me out. Inmortality Jutsu is Water's response to Sand Cocoon. It pretty much does the same thing, except only Orochimaru can use it. Let's say you have an injured Orochimaru on the team. No problem, just use IJ, send him to your hand, and send him back anywhere you want on the team healthy, or send another version of Orochimaru. I really don't see any other use for this card other than that and re-using [Deal] (notice that [Deal] says "put in play" rather than "deployed"). I see a lot of use for this card in Orochimaru-themed decks, but not in many others.

Ratings:

Limited: 3/5 (if you can draft an Orochimaru)
Constructed: 4/5 (in the Orochimaru deck)
Art: She looks like those dolls that follow you around in horror movies/5

Byakuya Kuchiki

Immortality Jutsu

Today we are looking at Immortality Jutsu, which is exclusive to Orochimaru.
It does the exact same thing as Sand Cocoon for Gaara as it does with Orochimaru.It allows you to return the target to your hand to play an Orochimaru from your hand to in any position in the target's team. There are a couple of combo's that this might work with and that is using the turn 3 Orochimaru and this to get off then turn 6, so it doesn't have to go to the bottom of your deck. It would take a little luck, but it would be pretty good to pull it off. The Jutsu only costs 1 water chakra. I don't think this will see competitive play, but casually it could be fun.

My ratings:

Constructed: 3/5

Limited: 1/5... Need 2 Orochimaru's plus this card
 


 

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