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Exclusive Series #13 Preview:

Buying Time
 

#M-415
 

Review Date: 04.15.09

Average Card Rating

Constructed: 3.00
Limited: 2.25

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


Beastly Mage

Buying Time

Now this is a mission that'll see a lot of play. Think about it: you're reducing your opponent's battle rewards by 1. This will last 3 turns, but there's no "no duplication" clause in the text, which means you can use more than one (unless they errata this). If you manage to control how many teams go out to battle from your opponent's side, this can really buy you some time, particularly in the limited format, where battle rewards are really crucial. Try it and see!

Ratings:

Limited: 2/5
Constructed: 2.5/5
Art: Ninjas doin' yoga?!/5

Matthew Low 4/15 - Wednesday - Buying Time - Mission - Water

What. The. Heck. Is Bandai TRYING to make tempo die?

First Uncovered Trick. Now this.

Well it's no Hinata in Captivity; that card said no BRs, but it had an out which you realistically had to use if you were tempo. This has no out, outside of waiting the 3 turns. So Outstanding BRs win you 1, and normal BR you can let go. Whee.

Sideboard card of course, being a T0 card to anti Tempo. It's best for the early game, but then again you also have Uncovered Trick, which is also a great anti-tempo candidate. Time will tell which will see more play, but I'd say Uncovered Trick since it has a few more uses, and doesn't really go away. This is more of a really good stall card ala Buying Time early, and late game typically Tempo doesn't do all that much, but could make Pass Permit decrease "punch out" ability.

Tempo's going to have to pack the Permanent hate... something sooner than T3 in Anko (T2 in Kabuto is a possibility, but giving up board = bad). Sandayu is not an option because of Emi.

Keep in mind this is Water, which is typically weak early game, so at least that's something to consider if you're tempo.

Constructed: 3.5 out of 5.0 (Mixed rating as solid sideboard material; has little use otherwise against non-rush decks. Better to focus on your win condition, or just Hizashi if you really want stall.)
Limited: 2.5 out of 5.0 (I can see random uses; no more blocking.)
~matthewlow
Mark Howard Today's card is Buying Time. Basically, your opponent gets 1 less BR each time they go for them. At Turn 0, this is DEFINATELY a terrific card that every Water deck should take into consideration. Early game, your opponent won't be able to get any Battle Rewards unless they have a big team and put one together, in which case they'd still get just one Reward. Even alongside Ghost Panic, Appearence of Unknown Rivals, and Island, this is still a solid mission!

4/5
Art: Kinda ugly. I wanted another cute Kisame.
Fun Fact: The Zatch Bell CCG had to die after 3 sets, but I think it's freakin awesome.
StormVyper Zera Buying Time

One of Water's biggest problems has always been it's overwhelming reliance on making it to late game so it can get to it's more powerful Jutsu and Ninja cards and the lack of cards that actually allow you to get there consistently. This card, potentially, can drag you into late game where Water can really shine through, but it does come at a price. The fact that it's a mission card already means your not playing other, more relevant cards that will actively help you win the game. I could maybe see it getting there to keep people from getting absolutely steamrolled for playing those Kurosuki Ninja in the early game (Raiga is beastly, but Ranmaru is way too fragile). However, making poor card choices to correct other poor card choices isn't really the best plan.

Limited - 2/5 (..Can you even draft a full Water deck?)
Constructed - 2/5 (It could get there for somebody.. maybe.)
Artwork - Nothing like kicking back with your buddy, forming hand-symbols on tops of a rock to get you through those warm summer days. :3
 


 

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