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Matthew Low
Wednesday 8/5 - Orochimaru [Dream Vessel] - Water -
Ninja
Orochimaru has great stats and Ambush, making this
version one of the best ones printed. His effect is
none too shabby as he makes extra Sasukes in the
hand (so max out on them) into a removal tool, which
is never a bad thing. It also can easily turn a big
team around when dropped as a surprise. In worst
case scenario, turn a chumping Sasuke into a trade
for their biggest guy, and turn the tables around.
In some situations, he'll be completely vanilla, but
he can be a huge threat as he's Mission Phase
removal and can nail virtually anyone. Definitely
should be considered for a bevy of Water variants.
Constructed: 4.4 out of 5.0 (Great Orochimaru for
lots of Water decks.)
Limited: 2.1 out of 5.0 (You'll need to draft both
Water AND Sasukes...)
~matthewlow
N. Jolly
N-607 Orochimaru [Dream Vessel]
And we're back on the Water theme less than a week
away from the release of EA, and today we've got
another (non exclusive) SR to review, the new
Orochimaru!
First time in a while we've gotten an SR Orochimaru
(by himself), so let's see what he's got: 6/4 5/3
are always really good stats, just like he always
has. His Mental Power: 3 should be quite helpful
this set, as well as being Sannin so he can use just
about every jutsu in Water. I'm pretty sure him
being Sound means he can use the new negation card
Water got, but I'm not sure. But finally we have an
SR Orochimaru with Ambush, which is really helpful
in his case as Water has a lot to charge for now and
a lot of good ninjas to hit with it...and Kisame...
His effect is one that's been getting mixed reviews:
During your mission phase, you can remove from play
one Sasuke Uchiha ninja (card) from your hand or
village. In that case, move one of your opponent's
ninja to the bottom of their deck. Then, your
opponent draws one card...that's a pretty harsh
effect. Most people who dislike the effect don't
want to get rid of their Sasuke CH, but anyone who
would use this combo would be running three Vanilla
Sasukes in a heartbeat. Being able to pull this
effect off once would be huge, especially against a
deck that relies on one ninja. Pulling it off twice
would be worse, and three times would be game. Your
opponent gets to draw if you do this, but that seems
like something just tacked on to make this card less
incredble.
Constructed:4/5 If you get the effect once, you'll
know how good it is...if not, sad day
Limited:X/5 X=Amount of easily pitched Sasukes in EA
Art:Look wherever you want on Orochimaru, there's
gonna be snakes.../5
StormVyper Zera
Orochimaru [Dream Vessel]
The first time I read this, I wondered why he was a
Super; this effect feels more like something you'd
see on a Rare IMO. After looking at it for like the
6th or 7th time, I still don't really know what to
make of this card. You can RFG a Sasuke card to tomb
an opponent's Ninja and they get a free card out of
it. On one hand, tombing your opponent's best ninja
can be absolutely devastating; Gaara [Immense Power]
is proof of that. But there's two things that don't
quite sit well with me. The first thing is the
requirements for the effect: you have to give up
your Sasuke. In Water, that's really not that big a
deal because Sasuke isn't an important card to Water
at all (yes, Cold Headed is not important). The
problem is the number of times you can pull it off;
it'll only happen like once, maybe twice, a game.
Now, that's enough to secure a pretty strong lead,
but it's more of a looming threat than constant one.
The other thing is the fact that he isn't Valid.
This is one of those cards that you'd have to play
around with to see how good it actually is.