Pojo's Naruto Card of the Day
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Beastly Mage
Fire Temple
Today's card is Fire Temple. This rare mission
will make your opponent think twice (even if just
for a little) before performing growth, platooning,
or squadding. When your opponent puts a Ninja in
play (except by deployment) you get to draw a
card... EXCELLENT!!! With so many decks relying on
Squad cards, this is simply perfect. Not so much in
limited, but in a well built deck... =D
Try it and see!
Ratings:
Limited: 2/5
Constructed: 3.5/5
Art: Where are the guards?!/5
N. Jolly
M-600 Fire Temple
Hello, it's preview day! Unlike the last few ones,
I actually like today's card.
Today's card is a rare from Broken Promises called
Fire Temple. It's a card that screams sideboard,
and yet for some reason, I really see promise in it.
Let's take a look at it's stats, shall we:
Fire Temple
Fire
T1 HC1
Permanent
Effect:
Each time your opponent puts 1 or more ninja cards
in play except by deploying them, draw 1 card.
Set 16: Rare
That's a pretty broad effect, as it includes any
jump into play effects (which are getting a boost
next set), squadding, platooning, or other cool
effects like that. Most every deck has a least one
or more squad in it, so this card helps you take
advantage of that. It's not a card that works
against every deck of course, but against certain
ones you can pull a lot of advantage with it. This
card vs. Circus rush? Puppets? And to a slightly
lesser extent, Kunoichi/Medical? At worst, this is
yet another permanent mission to help you get off
your Reconfirm (or sadly could be food for your
opponent's Recon). I think this is a well designed
card (as long as putting things into play instead of
deploying them gets much bigger), and would like to
see more situational draw like this.
Limited: 1.5/5 Without the cardpool to abuse this,
it's not as good, but Anbu will trigger it, that's
cool.
Constructed: 3.5/5 Lots of targets here, a fun card
overall.
Block: 3/5 A little worse here, but still a really
good enjoyable card.
Art:...that's it! Fire!/5
Nick 2008 Stone
Village Kage
Preview time again folks!
Fire Temple
Bandai is certainly bringing out creative juices
with this set. Fire Temple allows you to draw a card
when your opponent puts in play a ninja except by
deployment. If your opponent is fond of squading,
platooning, growth, or puppets, this card could be a
huge help. It's also completely permanent, so you
can get its effect anytime. Use this with AOUR, and
you get to draw anytime they put anything in play.
Will this replace fire's normal draw cards? Probably
not in the main deck. But, I would definitely use
this in the sideboard for the players who love to
use put in play effects over deployment. If your
opponent or you has Miroku, this card will do you no
good.
Limited: 3/5
Constructed: 2.5/5
ninja_
cupcakes
2/5/10 M-600 Fire Temple
========================
Today's exclusive preview is a fire mission that
has draw power? Sounds good! This card is a reverse
Appearance of Unknown Rivals; whenever your opponent
puts in play a ninja EXCEPT by deployment, you draw
a card. In other words, each time your opponent
grows, platoons, special summons*, or squads ninjas
into play. It's a pretty decent effect worthy of
sideboarding against New Squad decks and being
permanent is nice.
A semi-decent draw machine for fire. It's no
Drifting Clouds, but most decks will have cards that
will set it off.
*Note: Special Summon in Naruto is what I call
free deploy cards.
Limited: 1/5
Constructed: 2.5/5 It's okay, against the right deck
this card is great.
Block: 2.5/5 Most cards that set this off are block
legal.
Art: As exiting looking as Leaf Hospital's art
Random: 600 GET (90% of you will not understand this
reference. 5% of you are laughing hard. 5% of you
are vomiting uncontrollably.)