Ratings are
based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Uberdylan
Gato Transport
Good in a stall deck, if those exist yet. Get
multiple copies out and you'll find there will be
very few exchanges of jutsu. Good if you want to
just power your way through with a team of tanks;
remember, just because you have no chakra doesn't
mean you can't send a team out to battle. It's just
that if you do have chakra, you have to give it to
Gato. This card will keep momentum going; if the
game is going against your opponent, there's little
chance for recovery, but the same applies to you.
Limited: 3.3/5
Constructed: pi/5
PS: How are Gato's glasses that shiny when the
background is so dark?
Stryker
I'm......................back. Heh. Sorry for
the uber-long absence, but circumstances outta
my control forced me to take a long hiatus. Now
that I'm back though, let's get down to
business. Finishing up the week (yes, I know
that I'm posting on the last day, let's not get
petty here...):
Gato Transport-Common
Water Mission; Costs: 3-1
Permanent
Effect: Both players must discard 1
card of their choice in their Chakra areas every
time they send a Team out to Battle.
This card folks, is
pretty straight-forward in it's use. Mostly
notably, this card is good for decks that aim to
get rid of Chakra, that belonging to your
opponent that is. Please note however, this
works for both players, so even if you're
Attacking OR Defending, you must get rid of one
Chakra every time, so it mostly comes down to
how much control you want. If this card comes
out at the first chance it gets, it'll probably
be a stall match, for both sides. BUT, play this
baby right, at say...around mid-game, and it's
devastating to your opponent. Forcing him to
choose to charge enough Chakra to pay for that
pesky Vortex, or Breakthrough, in addition to
paying one Chakra for just the chance to block.
Constructed: 3/5 (Very
good card, IMO)
Limited: 3/5
Art: 2/5 (It's
alright...)
meb9000
Gato Transport
Mission-Water
Entrance Cost 3, Hand Cost 1
Permanent
Effect: Each player must select and discard one card
in their Chakra area each time a player sends a team
out to battle.
M-013
Here's a mission based on Gato, the original
slimeball of Naruto lol.
This mission was one of the early permanent ones,
coming from Path to Hokage. This card makes Yoroi
look like a cheap imitation when it comes to Chakra
ownage. With this card out, Jutsus will be very
difficult to cast, as chakra will be discarded left
and right. Even when you activate this card, you're
discarding Chakra to attack or block with a team.
What's more is that this card is a common, while
they make lousy rares like Power for Change that do
almost nothing to the game state. I'd be pretty darn
annoyed if this Mission sticks for a while, I'd
bring Hayate [Detecting a Plan] or Kabuto [Withdrawl]
to stick this one where it hurts. Those guys should
at least be in your sideboard anyway. This doesn't
see tournament use because it so symmetrical in what
it does, but beware you kitchen-table players,
bewaaareee....!
Constructed: 1/5: Hurts the user too much and just
upsets things crazily...
Limited: 2.75/5: I suppose you could make an all-out
ninja rush deck that doesn't care about jutsus,
while denying your opponent at the same time.
Interesting maybe...
Until Next Time-Meb9000
Swordmaster
13
Friday is Gato Transport,
a card made for a control style deck rather than the
typical aggro Water builds. Gato Transport is Water
Mission that can be played at turn 2 and forces the
players to pay 1 Chakra to attack. This card can
slow down an aggro player's game, but I personally
have never got it to work. Why? You have to play
this as early as possible, or else your opponent
will have so much Chakra that its effect isn't as
useful. To get the most of the effect, you should
have Yoroi Akado and Chakra Absoprtion Jutsu in your
deck to prevent your opponent from attacking. My
deck with this was Water/Earth, which was probably
my problem, but a MonoWater deck can draw the most
out of this card. Gato Transport is a card that
people tend to have to build a deck around so they
can still attack and not get weighed down by the
effect. Until you establish a method of how you
quickly build Chakra, don't play this. This card is
more for Intermediate and Advanced players who have
experience building thier Chakra and something a
Beginner shouldn't slap in their Water deck unaware
of what it really does.
Limited:3/5(Can slow down a game considerably)
Constructed:3.5/5(A card for experienced players
that can contribute to a new type of Water deck).
Nogard
M-013 Gato
Transport MissionC
i can see this card being played in a chakra control
varient to control thier jutsu useage and you might
be able to force them to side thier SR kabuto out
just to get ride of it and if you can hit it early
then its even better cause its so hard for them to
get thier jutsu off next set i think this will see
play cause of the new 5 drop water gets
constructed: 2/5
limited: 1/5
Beastly Mage
Gato
Transport (m013)
Greetings and salutations (yes, I know it's corny).
Beastly Mage once again. Today's card is yet another
blast from the past: Gato Transport. Having to
discard one chakra for each team sent out to battle
can be a real pain for your opponent, but it can
also be a pain for you as well. It's a decent card
for Steam Decks, especially early game when there's
not much chakra out. Try it and see.
Ratings:
Constructed: 3/5
Limited: 3/5
Kai
Gato Transport
Mission
Water
Discard Cost: 1
Entrance Cost: 3
Effect: Both players must discard 1 card of their
choice in their Chakra areas every time they send a
Team out to Battle.
If you have no cards in your Chakra Area, can you
still send out your teams to battle? o.O
We end No-Ninja week with Gato Transport. Its a
Water, which is good. Turn 3 is average, and unlike
most of the cards in this week, its a Mission,
actually doing a Mission Job, unlike Monday and
Wednesday's cards.
Its Permant, so it won't be going anywhere anytime
soon, unless your opponent is using Hayate Gekko.
If I'm right, and your opponent can't sendout teams
to battle while they have no cards in their Chakra
area, then you can use this an efficient stall card.
Forcing your opponent to charge their Hand each turn
just to attack is sweet. You could probaly make an
entire Deck off of that. Can you imagine making your
opponent lose a card in their Chakra Area AND
discard a card in their Hand for Temari?
But beware, the effect works both ways.
Constructed: 3/5 [I would'nt take out my Bingo Books
for it, but I would make a Deck based around it]
Limited: 2/5 [Not enough cards to support it]
Art: 1/5 [I hate Gato >_<]