Effect: When this ninja is sent out to battle, draw
one card and put one card in your hand on top of
your deck.
Here we have a very interesting Sakura that could
definitely warrant use alongside its popular
[Determination] partner. This Sakura has the typical
bells and whistles, with 3 mental power and 1
support when injured or healthy. The growth could be
nice, but it should only be used on a healthy
Sakura, since this one's effect is not Valid, which
would have been very nice. As for the effect itself,
it triggers whether you are attacking with Sakura in
a team or are blocking, so it can do well to cycle
the cards in your hand to look for better things. be
sure to do it only once per "round" since you would
otherwise keep drawing the same cards over and over,
you must be able to draw futher in the deck to keep
things fresh. I think this card could be used in
Tempo decks to give a quick boost in the early game.
Only time will tell.
Constructed: 3.5/5
Limited: 3.75/5
Until Next Time-Meb9000
Beastly Mage
Sakura
Haruno (n189)
Greetings Naruto fans. Today's card is another
version of Sakura. It gives you draw power but only
during battle. Once you draw you place one of the
cards in your hand on top of your deck. This means
that you'll be doing the old switch-e-roo with your
hand. I've tried this card and the effect comes in
handy most of the time. She's a turn-0, plus she has
growth and Mental Power of 3. She's pretty good,
particularly for Wind decks, which thrive on draw
power. Try it and see.
Ratings:
Constructed: 3/5
Limited: 4/5
Art: 5/5
Smitty Sensei
Sakura
Haruno
Leaf/Genin/Female/Growth/Mental
Power 3
Element:Wind
Combat Attribute:
Weapon
Entrance Cost: 0
Effect: Errand
Effect Text: When this
Ninja is sent out to battle, draw 1 card. Then,
move one of the cards in your hand to the top of
your deck.
Power: 0/1 Healthy,
0/1 Injured
Rarity: Uncommon
Hey everybody, life
treatin ya good? It's SmittySensei here to
review the third member of team 7 this week,
Sakura Haruno.
My first impression of
this card is that it's effect can either be a
very useful one, or it could be a
hindrance.Sakura's effect allows you to draw a
card from your deck when she's sent out to
battle, and then return a card from your hand to
the top of the deck. This effect can be helpful
by giving you draw power without sapping your
deck, and it can give a real boost to your hand
when you need it. The downside, though, is that
you completely stall out your deck with repeated
use. Imagine you play Sakura and attack with a
bad hand. You use her effect and you get that
card you've been waiting for to control the
game. After happily dancing around and shouting
booyah at everyone in attendance, you cycle back
in a bad card from your hand that you didn't
really want. Now it's your opponents turn and
they decide to attack.You block with Sakuras
team, and once again you draw a card and cycle
one back in. The downside to this scenario is
that the card you drew was the card you decked
last turn, and it wasn't really a card you
wanted anyway. Another problem with this is
that it starts the vicious cycle of deck
stalling, which can KILL you if you're in a
tight spot. Now imagine that you let your
opponent through for one battle reward instead
of blocking.The battle reward they get is the
one you sent back to your deck last turn,
effectively letting you choose their battle
rewards. That's a great advantage if you were
going to let them through anyway, because you
know you're keeping those cards you may need
later and you're giving up one of your weaker
cards that might not be as useful.
She's a decent kill
card, but be warned that her effect will stall
your deck for the one turn it takes to injure
her.
I played a limited tourny
against her once, and she held her own very
well. As you may know, limited decks may have
some bad cards thrown in for bulk. Sakura
allowed my opponents to pick the bulk cards they
wanted to give as battle rewards,and that gave
them a slight edge by keeping their good cards
decked.
In constructed she's a
tricky pick. Most decks I've seen will include
the same six 0 drops, (2 Sasuke, 2 Naruto, 2
Konohamaru) and I think she'll have a hard time
nabbing a spot from them but with some thought
she has the potential to be worth the spot.
One last thought, she
has good potential for a mental deck. Just be
careful to use your own mental power to avoid
stalling out.
Scores:
Constructed: 3.25
Limited: 3.5
Art ( not counted in
overall score): 3.0 (nothing really special
here)
Overall Score: 3.37
She's a decent card to
run if you can get around her stalling
tendencies.
Thanks for reading,
and have fun my friends!!
MeGaMaRiK
Sakura Haruno [Errand]
When this Ninja is sent out to Battle, draw 1 card.
Then, move 1 of the cards in your hand to the top of
your Deck.
++Pros++
Turn 0
Female
Turn 0 Support
Draw effect
--Cons--
Weak
Not worth a 0 slot
This week we are reviewing some of the main
characters, today being Sakura. This is a decent
version of her, and I've seen her work well in a
deck. You send her out with a good ninja, draw a
card, move the worst card in your hand to the top of
your deck, then go onto jutsu/showdown.
Not saying this can be a lifesaver, but isn't that
bad of a card. It has it's moments.
Art: 3/5
Combat/Support/Injured: 2/5
Effect: 4/5
Not bad, Sakura, not bad at all.
AJ
Bisio
Sakura Haruno (Errand)
Today we look at Sakura (Errand), an ok card that
may see some play into today’s Meta. Sakura (E) is a
solid zero drop with an ok effect and fantastic
mental. Whenever she is sent out to battle, draw 1
card than put one card in your hand on top of your
deck, being, most often, the card you just drew.
Sometimes her effect can be useful, when you draw
the 8 Trigrams that saves you in the battle, or draw
the chakra you need to pull of a 5 Pronged Seal (you
should have Chakra of the Nine-Tailed Fox in play).
On top of her effect she has three mental, just like
every other (post PTH) Sakura.
The only reason why you wouldn’t run her (if you
were planning on running a turn zero Sakura) is ASV
who allows you to put the same number of cards in
your discard pile into your deck as the amount of
injured ninjas you have in your village. Some
players are going to stick with ASV, and others (me
included) who found ASV’s effect inconsistent at
best, will move onto Sakura (E).
Constructed: 3/5
Limited: 3.5/5
Art: 5/5 (Get the angles Sakura!!)
m kk
nnk
it is officially team 7
growth weak. Lol. Mental will love this card. I
would love it if it said shuffle in or discard or
put on bottom of deck. But it is basically like this
let me draw and give my opponent that pooh card as a
reward.
Destroyer of Sannin
This is one of the good
Sakuras. Although only 1 support isn't much it can
still be helpful. She's a nice boost to the wind
arsenal, but Determination might still be the Sakura
of choice. She can help Mantal Power decks a lot,
since a turn 0 ninja with 3 Mental Power can make a
huge shift towards your favor. She'll be great tech
against Mental Decks to. Being a kunoichi can make
use of a few cards. Wind also gets a boost from
this. Although it's not very helpful, she does have
growth.
That's all powerful and I haven't even gotten to the
effect yet. Being able to pitch cards back to your
deck that aren't useful and being able to draw a
fresh card before that, can make sure you have just
what you need. Also if you don't like your draw with
this card just put the card you drew right back in
your deck. This card can almost ensure you a victory
if you can keep it healthy for the whole duel.
Constructed: 4.5/5 (boosts any deck, especially wind
and mental power)
Limited: 4.5/5
Art: 1.5/5