Ratings are
based on a 1 to 5 scale.
1 being the worst.
3 = average.
5 is the highest rating.
Beastly Mage
Emergency
Treatment
One battle reward to heal all of your ninjas...
hmmm... as early as Turn 0?! OK, so, if you're ahead
by a lot, and want to score the big win, go for it.
If not, I wouldn't recommend it. You could lose
necessary advantage. Still, it could be useful.
Ratings:
Limited: 2/5
Constructed: 2/5
Art: 3/5
Alucard of the Abyss
Today we get to what is
pretty much the odd inferior little brother of After
the Battle. Today's card is Emergency Treatment.
I'm not gonna say a whole lot about this card
because there isn't much about it to say. After the
Battle is pretty much superior in every way. This is
a turn 0 Mission as opposed to the turn 2 of After
the Battle but playing it on turn 0-1 will yield you
hardly anything unless you see healing only one or
two Ninja as useful. You are also giving up a Battle
Reward to do the healing and giving an early Reward
is never a good thing. Pass this over and use After
the Battle instead. It's much better and you would
most likely be playing Emergency Treatment mid-late
game anyways when you could play After the Battle.
In Casual this won't find a place either. Casual
decks will also pass this up for it's bigger more
superior brother, After the Battle.
In Limited this has a bit more usefulness. Not much
more but healing is hard to come by in this format
so if you can get the Earth to play it, it might be
a decent play. This is really the only format that
it can shine in and even then it's a stretch.
Art is decent, nothing real great but nothing really
awful either. Just average.
Constructed: 1/5 (Just use After the Battle)
Limited: 3/5 (healing effect are often more useful
here and harder to come by)
Art: 2.5/5 (the art is in between, as stated nothing
great and nothing utterly terrible)
MeGaMaRiK
Welcome to Thursday,
February 7th's Naruto Card of the Day!
Today's card of the day has an effect that may look
similar to you. Emergency Treatment is basically an
After the Battle that is turn zero.
Honestly, I don't see this card ever being played.
After the Battle is much better; Emergency Treatment
requires you to get rid of a battle reward. The only
reason to play Emergency Treatment is if you play
more than 3 After the Battles, and there's no reason
to have more than 3 of them in your deck. A turn
zero or one isn't THAT important to run this card,
incase it gets injured.
Limited: 3/5
Constructed: 1/5
Mark
Howard
Emergency Treatment
NO. If you HAVE to use this, use After The Battle
instead. Still Earth, still mission, same awesome
effect, and does NOT eat rewards
1/5
Wyatt
Emergency Treatment. Crap.
After the Battle is so much better. It doesn't cost
you battle rewards, and you only have to wait until
turn 2 to play it. It's even the same element. Sorry
for the short review