N. Jolly |
M-614 Pressing
Sorry about...naw, no excuses this time. I've
learned talking over this opening paragraph to
fellow reviewers is a poor format, but my AIM/Facebook/Email
is up somewhere on this place, so it's not hard to
get into contact with me. Beyond that, it's kind of
hard to get pumped for things with no big events
looming over me. I have to check the date of the
next SJC to see when I'd be heading there with Mr.
Protech. Beyond that, got a new Sideboard up, so go
check that out; it's about my journey to the Chunin,
and we should have Password to do one tomorrow,
which'll be super awesome cool!
Today's card is Pressing, a mission that some people
like, but I myself do not much care for. Honestly,
I kind of want to judge this card on what is coming
out next set, but that'd be unfair. For now, let's
see it's effect, shall we:
Pressing
T3 HC1 Wind
Effect: Have your opponent choose 1 of the following
and you apply it:
1) Draw 2 cards.
2) Your opponent discards 2 cards from their hand.
I don't like giving my opponent the choice when it's
my card, so this card takes a hard here right there.
If it was my choice, I'd love this card, as I'd
almost always pick the discard option. But the
problem here is that I'm not sure how it's ruled,
but I think your opponent can choose the second
option with 1 or less cards in hand. I'm not sure
of that, as it's not in the FAQ, but I'll be rating
it based on that assumption. If it's not true, bump
it's score by 1 or so.
Being able to draw two is nice and it's a turn
earlier than our current draw staple, One Morning.
So doing it sooner should be nice, but giving your
opponent the option for anything is bad, so again,
if they have 1 or less cards in hand (especially 0),
they pick the second option and you get nothing. I
mean, if they already have nothing, it's not big,
but you're not pulling anything on this card, making
it basically hard charging that takes up your
mission for the turn.
Again, next set we're getting Loss and Entrustment,
so this card kind of falls flat.
Limited: 2/5 Not horrible here, but again,
highly chancy
Constructed: 3/5 Strong draw with a possible side
effect
Block: 3/5 No different here, really
Art: Kakashi has his "GIMME" hand out, because if he
doesn't get something from Obito, he's going to slap
the sharingan right out of him!/5
|
ninja_
cupcakes |
==================
3/25/10 M-614 Pressing
==================
Today's card is an interesting mission for wind that
can be used for draw power or hand control... except
you can't choose which one. As usual, here is a
brief summary of the effect: Your opponent discards
two cards from there hand or they let you draw two
cards.
Pros:
Gives you the hand advantage regardless of what they
choose
Cons:
Your opponent makes the decision; if they have no
cards in their hand, they can choose to discard
nothing.
Potential Combos:
None!!!
This card is like Orochimaru [Deal]. Except that it
is Wind. And a mission. And your opponent doesn't
draws cards but you win no battle rewards. Okay, the
only similarity between this and [Deal] is that your
opponent chooses to help you out or lose two cards
in their hand.
/pointless paragraph
Limited: 3/5 Somewhat good here, even though
missions are a little harder to pull-off in limited.
Constructed: 2.5/5 Wind has better draw cards and
even better ones in the upcoming set.
Block: 3/5 Better since wind has less draw options,
but as stated earlier, Wind has better draw
power with the upcoming missions, Entrustment and
Loss.
|