Beastly Mage |
Shikamaru Nara
Today's card is one of those cards you'd just
hate to see early game. [Unwillingness] doesn't need
to go out to battle to be awesome, he just has to
stay healthy. Any Ninja turn 2 or less is a nice
target for this guy, and he'll just lock that Ninja
there for a while... and maybe even longer. LOL
In limited, this guy can cut the mustard. In
constructed, he's even better. Just make sure, like
I said before, to keep him healthy. It's not a valid
effect. >.<
Ratings:
Limited: 3/5
Constructed: 4/5
Art: It always IS a pain in the neck!/5
|
N. Jolly |
#4 Shikamaru Nara [UNWILLINGNESS]
Hello again, it's me, Mr. N. Jolly! I didn't do
yesterday's review, and honestly, it's because I
didn't think that Substitution should have been on
the list. I like the card, it's good, but I don't
think it's up there, I'd have given that slot to
Kabuto [DB] in a heartbeat, but whatever, it's
today's card, and another one that I have problems
with. I don't doubt that this card has a huge impact
on the game, I just hate how it did.
Normally, this would be the point where I would
talk about the card a bit, and then give you a run
down of it's stats, keyword, and other such things.
But not with this card, as it's stats really mean
nothing in relation to it's value. Sure, late game
you may get to the point where it has no targets,
but until then, it's stats really mean nothing.
Heck, the only thing it's name gives it is the
chance to squad out into Shika/Tem, and that's
pretty unlikely. So let's just head onto his effect,
would you kindly:
[UNWILLINGNESS]
During the Mission Phase, you can select 1 of
your opponent's Ninja with an Entrance cost of 2 or
less. In that case, the selected Ninja and this
Ninja cannot be sent out to battle this turn.
There's really only one problem I have with this,
and it's the same problem I had with the original
Ino [F], which is allowing a constant effect that
both has to be declared each turn (even with the
effect priority ruling, it's still annoying to hear
someone use a YGO-esqe term such as "I'm chaining
Shika's effect to the end of your mission phase!",
which is not something you can do thankfully), and
has too much of a far reaching effect for both
turns. Being able to do this really messes with
something that's a bit too much of a core mechanic
of the game, and that really isn't healthy for game
play. The effect of this card has wrecked up
opponents to a dangerous point, and for being such
an early game card (Itachi [GIG] is a T6 with a
somewhat comparable effect) to do so much is very
unbalancing.
I guess I just don't care for how this card was
put into the game. Putting it at 1 helped, so I
don't have to see it every game, but whenever it's
hit on turn, it's a very hard path to victory, as my
opponent can cherry pick who can block them and who
can't for a pretty large portion of the game. While
it's a good card, and I do see why it's one of the
Top 10 of 2009, I hope we don't see more cards in
the same vein as this one.
Limited: 5/5 It would get the vaunted +5, but I
really don't care for this card, and I like saving
that for great cards that actually involve
intelligent play more than luck
Constructed: 5/5 It's at 1 for a reason
Block: 5/5 It's not any less awesome here
Art: His super power is getting other people to not
do anything...so that's another thing that he shares
with weed.../5
Stay tuned for a card I actually do like
tomorrow, as well as an article about the block and
what you can do to continue having fun!
|
ninja_
cupcakes |
#4 Shikamaru Nara [Unwillingness]
Today's card was arguably the most wanted Super
Rare in Emerging Alliance and a new member of the
"Rogue List" because of it's highly used play.
Let's look at stats and characteristics:
Name: Shikamaru Nara
EC:2 HC:0
Leaf|Chunin|Male|Mental Power: 4|Growth
Healthy: 0/3 ; Injured: 0/2
Shadow Combat Attribute
All right, the only things that really standout
here are Chunin which allows him to use headhunter,
Shadow Combat Attribute which gives him access to
Shadow Stitching, Growth which is never a bad thing,
and Mental Power 4 which always helps your mental
game. He also has good turn 2 support but that
doesn't matter because you shouldn't be using him
for battle... and this is why:
Effect:
During the mission phase (so it usable during both
players turns), select one of your opponents ninjas
with an entrance cost of two or less. In that case,
the selected ninja and this ninja cannot be sent out
to battle during this turn.
At first, this effect doesn't sound too ground
breaking but when you apply it in games, the effect
is devastating. Your opponent has a Kankuro [Trick]
or Haku (Childhood) they wanna kill off? Prevent
them from battling. He also kills off many early
game power-houses such as Yoroi [Unique Talent]
which can protect your chakra and Naruto [Dangerous
Chakra] who is very powerful and can really harm
your deck. Later game, he prevents your opponent
from chumping their now useless low drops as well
and forces them to block with their stronger ninjas.
All-in-all, this a very strong ninja card that
may be splashed in any deck... too bad it's limited
down to one per deck.
Limited: 5/5 if you pull him... in limited he
wrecks early game so bad
Constructed: 4.5/5 The only reason you shouldn't be
running him is if your running a mental deck that
uses [Flex] or [Proctor]
Block: 4.5/5 He's not going to be rotated anytime
soon and he still has access to Shadow Stitching
since they are in the same set.
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