Pojo's Naruto Card of the Day
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Beastly Mage
Sasori and
Deidara
Today's card is a new squad from the upcoming set.
Sasori and Deidara is one mean squad. OK, so it's a
turn 7, but at least it doesn't have a hand cost.
The effect activates at the end of the organization
phase (after you're supposed to organize teams). You
can discard 3 chakras so you can discard each Ninja
that's in a one-Ninja team. Good thing: your
opponent won't be able to chump block since now
there won't be any chump blockers. Bad thing: it
also kills YOUR single-team Ninjas. >.< Now, this
squad boasts great stats (7/4 all around, and 3
Mental), and it's a RARE!!! Now, remember, this is a
squad and not a platoon. Just remember to keep that
in mind. ;-)
Ratings:
Limited: 1/5 (3/5 if you can actually draft the
Ninjas).
Constructed: 3/5
Art: No Hiruko?! Rats!/5
The
Poo
Toucher
Happy Friday to all, let's end our earth week strong
shall we? today we have for you the Sasori Deidara
Squad.
This one is very, very simple, on the first glance
it's bad. Having to not only play but have present
on the table both Sasori and Deidara is a task that
will not happen in most competitive decks. However
there are two mission cards coming in this set that
make this card worth a look:
Yes, I am talking about the some-what controversial
Eternal Rivalry and Start of the New Chronicle
cards.
I am a half-way smart person, and I do understand
that 4 cards from hand on turn 8 is a huge
investment, but allow me to play devils advocate for
just a few moments of your time.....
If the squads have shown us anything, it is that you
are vastly rewarded for playing them, let's use
today's card as the example, for three chakra you
can DISCARD, not damage, not injure, discard all
ninjas in 1 man cells. And because of it's timing,
you'll never hit your own cards. If this is on any
ninja or even any platoon, my co-writer Gaara_ AKA
mark howard would be ranting right now about how
insanely strong it is. But because of the fact it is
on a squad, by conventional means, you have to
dedicate at least 2 ninjas with hand cost to your
deck that fall on the exact same turn, and those
ninjas effects are so different it's almost as if
bandai didn't realize that in the anime they work
together.
However, I am not a conventional kind of guy, and
this card only dedicates you spend 1, that's right
ONE, uno, un in your deck to get this kind of
effect. And this squad is even in a separate pile,
meaning you loose absolutely NOTHING by having this
card. Not only that, but 4 colors can play this
squad because of the two prior mentioned mission
cards. Am I swaying you yet?
Let's now take a look at those four elements, if I
still have your eyes. Lightning is known far and
wide as an element that can add 4 cards a turn and
do it fairly consistently (1 from the draw, 1 from
The One Who Lives Within, 1 from Jiraiya, and 1 from
Emina) isn't it funny that the mission take 4 cards?
so for 1 turns work, you can play any, that's right
any squad, including this one, or any other that
fits the situation. If you have clear and present
board advantage, you can grab the ever popular
Sasuke Uchiha & Orochimaru to seal the deal. If
you're up against traditional tempo, Kakashi Hatake
and Might(y) Guy is your man. Naruto Vs. Sasuke got
you on the Ropes? This card decimates it.
Now if you're playing Fire, the mission space is
vastly uncharted. One of's are common place, and
more times than not this will be turn 2 hand cost
for your LAR, but that one incident that it's turn 8
and you have built up resources? drop a 7/4 7/4 with
a destructive ability and mental 3 into play,
forcing the opponent to react quickly, or lose the
game. In high end play, that's a big factor.
Wind has it a little more difficult, But with there
being no Sasori that is clearly a must see just yet
and that element still favored to have a 2 for 5
exchange why not consider the mission that can play
this kind of card as a one of?
Earth has it the hardest, without steady draw the
fabled mission will all too many times go right out
of the deck, but that one time it could be the
surprise factor to win games, the choice really is
yours.
All in all, this card is another reason why the
"unconventional" way will become the coolest way to
play squads, and this card seems to fall into the
category of "win the game in X situation" kind of
squad, I personally hope I grab myself one.
Constructed: 3 out of 5. Strong, but it will see
little play because of it's hadicapibility
Art: 5 out of 5. It's about time we saw Sasori
without the rowz.
If you didn't like this review, feel free to contact
me, if you did, stick around, because I'm going no
where. PT
Mark Howard
HOLY POOP CRAP IN A BOX.
Today we have an EXTREMELY cool card. Sasori &
Deidara has great stats, T7 (when you have them both
out) with NO hand cost. For a mere 3 Chakra, AND
after you organize teams, you totally nuke every
single lone ninja your opponent has out. This can be
devastating, but keep in mind that this is 3 Chakra,
and you have to overwrite Sasori AND Deidara, which
can be pretty costly.
Not too sure about this card, as I always finish the
game by the fourth turn, so I have no late-game
experience and can't say how many ninjas that Chakra
will kill. Lols.
3.5/5
Art: Oh, so Sasori's gay.
Fun Fact: MC Hammer is so ****in' annoying.
StormVyper Zera
Sasori & Deidara [Madness]
For the cost of 3 Chakra, you can discard every
stand-alone ninja on your opponent's side of the
field before you attack. This forces your opponent
to fight with their main team(s) or start giving up
Battle Rewards. 7/4~7/4 are some pretty nice stats
too, but I do have 1 serious problems with this
card: it's a Squad named "Sasori & Deidara". I doubt
you'll see this Squad very often right now, as
Deidara [Plastic Art] works best in Mono-Earth
builds and our current Sasori cards don't really fit
in. I guess you could use Beginning of the New
Chronicle, but I don't feel this particular Squad is
enough to warrant the steep drawback outside of
Limited either (and even that's a stretch).
Limited: 3/5 (Draft this and 2 Beginning of a New
Chronicle, and you're good to go?)
Constructed: 2/5 (Will you use this card often?
Probably not, but it costs nothing to have on-hand
just in case.)
Artwork: Ew, put that away Deidara.
~StormVyper Zera
Steven Dally Jr.
Day 5, and yet another Squad card to be added on to
the pile. I believe to
remember this being the last Squad NOT to be a fire
type...let's take a look...
Well the first thing that jumps out in my mind,
other then the turn 7 entrance cost (With no hand
cost), as to be the solid 7/4 healthy, 7/4 injured
stats (And the MP of 3). So basically a late game
hitter you throw out and stomp all over what's left
of your opponent's Ninja's. The effect helps you do
this.
Discarding 3 of any of your chakra to blow up your
opponent's field of teams
of only one ninja at the end of YOUR organization
phase.
Now this effect is pretty nasty, and IMO balanced
out by the fact that you do
have to cough up a fair amount of chakra to use it.
Luckily NOT having to be a specific chakra. But the
ability isn't valid, so one damage and now it's a
vanilla. Not sure if it's worth it.
But by turn 7, if you aren't winning the game, and
you don't have your opponent's ninja's in separate
teams, I don't see him being useful (At least not as
useful as Deidi). But him having the rank of Jonin,
and the key 2 names Sasori and Deidara, might help
some forget about that.
He is in a separate deck, which does help him out.
But some people might not be willing to sack their
Deidi or Sasori for this, having their effects mean
more separate, then this one card. It's basically a
toss up though, I can see people who run the
uncommon versions of these two playing this card
(Considering the uncommon ones have Ambush, it'd be
easier anyways).
Rating -
Limited - 1.5/5 (They do have to have both of them
in the set, which I think they do, but would you be
willing to give them up?)
Constructed - 2.5-3/5 (Same problem, unless you are
playing the Vanilla ones, are you willing to sack
your two ninja's for this?)
Matthew
Low
4/3 Friday - Deidara and Sasori [Madness] Wind/Earth
Squad
I knew there was something fishy when there was no
COTD today. Just checked my trash and apparently I
deleted it without knowing.
Anyway, extremely powerful effect. But it requires
two Ninjas that themselves have great effects,
unless you plan on playing the Vanilla versions. And
they're both hand cost Ninja. Boo.
Three Chakra to force your opponent to have no 1 man
chump blockers? NvsS is going to be a problem :(.
I can see this being a great card to seal the deal,
but the downside are the Ninjas required and the
turn cost. Still think the game is too fast for it,
but it can be on the backburner is worth having an
option of using.
Limited: 1.1 out of 5.0 (This card would be
hilarious if you pull any of the two Squad searching
cards.)
Constructed: 2.0 out of 5.0 (Great card effect, but
it's too slow at the moment and you'd be giving up a
lot. But perhaps it might be worth splashing the
vanilla counterpart if you're bored...)
~matthewlow