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Beastly Mage
Sealing
the Tailed Beast
Welcome to a week of exclusives. Today's card is a
new mission from the upcoming set. First off, it's a
bit costly. Two hand cost? Some would say "no" until
they read the effect. For two turns neither player
can put in play Ninja cards. That means: no
deploying, no platooning, no growth, no nothing that
involves putting Ninjas on the field. Second effect
allows your opponent to draw a card at the end of
the mission phase. Kinda odd, but it could just
frustrate your opponent a bit, particularly if your
opponent's field is empty (or partially empty).
Dunno how well this card will work in the long run,
though.
Ratings:
Limited: 3/5 (could work well here)
Constructed: 1/5 (I still have my doubts)
Art: Gaara got pwn3d!/5
Nick 2008 Stone
Village Kage
Sealing the Tailed Beast
Welcome to Pojo's set 13 previews! Man, it seems
like we just got set 12, but hey, I'm not
complaining.
Ok, I admit I had to look at this card a few times
before I made my decision. It um...kind of sucks.
Ok, earth card, well at least it stays on element
with the lockdown. 2 hand cost? Yikes. Lets your
opponent draw cards? Ew. Well, it prevents you both
from putting in play any ninja, so this is some
serious stall, but your opponent still comes out
with 2 cards from it's effect. The only positive
means of using this card is dropping your turn 3
ninja, and then playing it so that your opponent is
at a one ninja disadvantage, then you can swing for
a few easy BR's. It comes out of play, and you get
another ninja over theirs, but this is all reliant
on you going first. You go second and this card is
all for naught. Interesting idea yeah, but all that
competitive? Not so muhc. There are better missions
out there.
Limited: 1/5
Constructed: 2/5
Art: Man, this pic freaks me out.
I'm really not sure what to make out of this card.
It seems like it has some random potential, but on
the flip side it gives your opponent a bit too much.
You gain a slight upper hand because you will
obviously drop a Ninja before you drop this card.
Then no more Ninjas for two turns for your opponent,
and you miss a drop yourself. Then you can drop a
guy yourself. The strength of this card IMO lies on
trying to finish your opponent based on board during
the turns your opponent misses their drops, because
extra cards in hand in the form of most Jutsus and
Ninjas and high-cost Missions seem useless. You can
push your opponent along the ropes for two turns and
that might be enough to have the game.
If you break this down, playing this on T3 and you
going first results in, assuming no missed drops,
etc:
T3: You: 4 Ninjas, Opponent: 3 Ninjas
T4: Ditto
T5: You: 5 Ninjas, Opponent: 3 Ninjas
With yours obviously better since you have priority
on turn cost.
I can see this being a pressure type of Mission, but
if your opponent lives through this (assuming they
can't Anko beforehand), it can get ugly because
you've basically given your opponent 2 cards at the
expense of three of your own (this card + 2 HC).
Five card differential is almost Inherits bad.
Not exactly sure how this will play out, but I
believe it has potential to be interesting but also
potential to be completely disastrous at the same
time.
Constructed: 3.0/5.0 - Not sure what this card will
do yet.
Limited: 1.2/5.0 - 2 HC?
~matthewlow
The
Poo
Toucher
Today we begin our set 13 previews with earth week,
and Sealing the Tailed Beast.
This card is interesting, for 2 hand cost it demands
that no ninja be played for 2 turns, however each
player gets to draw an additional card at the end of
their opponents turn.
Something that people will be tempted to overlook is
that no where on this card does it say "you must
start your mission phase with this card" meaning
that you're allowed to put your ninja into play,
then follow it up with this card. An interesting
idea for tempo decks as it puts the opponent at a
disadvantage and draws you cards, making an
effective one-two punch for those decks.
Another really neat thing about this card is that
comes turn 3 or later, if you're running earth and
you've establish very clear board advantage, this
card can nail the coffin into the game, because
while you both could drawing jutsu responses, you
have already played your ninja, giving you an even
clearer advantage.
One thing that makes this card not-so-optimal is
that is does have 2 hand cost, it replaces the hand
cost with draw but that's still 3 cards you're down
on that turn.
Overall, this is a strong miser card, it could be
abused as a 1 of or even be a star in rush decks.
I'm not counting this card out.
Constructed: 3 out of 5. strong card, I'm personally
excited about it.
Art: 5 out of 5. that is some crazy art, man if
diamond was still around.......
My name is PT, and I hope you enjoyed this review,
feel free to contact me via PM
Mark Howard
Today we start our previews of the new set, Fateful
Reunion, where we will get fabulous card and bla bla
bla. Today's card is Sealing the Tailed Beast. It's
a pretty wonky card. Earth, with a double hand cost,
basically says you lose one ninja and the opponent
loses 2, then draws a card. Now, if this was
Wind/Lightning, it would probably see play in rush
decks like Tempo and NvS, but it isn't. Earth has
much better options than this, with draw power and
jutsus.
1.5/5
Art: Gaara's bending it like Beckham.
Fun Fact: Platinum is MUCH harder than DP.