Ratings are
based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Fost
Changes in Pairings
Another day another card.
The advantages of this card are that you can either
do some damage to some of your opponents weaker
teams (if they choose to block) or get a few battle
rewards. Also it is turn 2, which is early on in the
game, which is good because your opponent will most
likely only have 1 or 2 teams.
However there are better missions out there.
My advice is that this is a card which shows a lot
of potential. Try it out.
Constructed: 4.5/5 (wind)
Limited: 5/5
Art: 3.5/5
Swordmaster
13
Wednesday's card is
Changes in Pairings, a new Wind Mission for Revenge
and Rebirth. Four cards this week are Wind cards and
Changes in Pairings gives Wind a new Mission. This
card prevents a team from being sent out to battle
this turn, useful when you're attacking and want to
get an extra Battle Reward or two with a weak team
that would otherwise be annihilated. For Wind
players that have played Pass Permit, this card
seems like a vast improvement over Pass Permit
although its purpose is basically the same. I have a
decent Mono-Wind deck that runs two of these and
these are especially good if you want to punch Baki
through but he's staring at a much stronger team.
Limited:4/5(when getting Battle Rewards easily
matters a lot)
Constructed: 3.5/5(It's not End of the Demon, but
it's good at what it does)
Nogard
Changes in Pairings
this card is almost broken but it is super good you
can use it in so many different ways its like a mini
pass permit but youll most likely use it to stop
there 3rd, kabuto, or their biggest team
Constructed:4.5/5
Limited:5/5
St.
Yuriy
Sorry for missing
yesterday guys. On to today's.
Changes in Pairings - Wind - T - 2 C - 1
Target: 1 of your opponent's ninjas.
Effect: The target's team cannot be sent out to
battle during this turn
I like the effect, short and sweet. Turn 2 so if
they only have a few ninja or just 1 strong team,
then you can get by that team. and score on a weaker
team or a BR.
Constructed - 3.5/5.0 (It is good, but there are
better choices.)
Limited - 4.0/5.0 (If you draft this you should
probably run it.)
Art - 2.0/5.0 (Kinda dull.)
"Anyone can snap her fingers and yank a soul. I
prefer to kill creatively."
Beastly Mage
CotD for
3-14-07
Changes in Pairings (M114)
Beastly Mage reporting in once again. Today's card
is Changes in Pairings. This mission is pretty good.
Early game it can help you score a victory if your
opponent's got only one team out and you have more
than one. Problem is it only lasts one turn. Still,
it's quite good.
Ratings:
Constructed: 3/5
Limited: 4/5
Uberdylan
Changes in Pairings
Hmm... it's stall, and not that good stall. Use it
late game and they'll likely just send out a chump
blocker. It does seem, however, that if they have
only one team (i.e. early game or after Wind
Style-Great Breakthrough) that you might be able to
attack their village directly. Since it's wind, this
isn't an entirely unreasonable situation. However,
this card is still pretty situational, and there are
much better missions (i.e., another copy of one
morning) that could take its place.