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Tobi
[Dawn of Vengeance]
#N-1146 Reviewed April 26, 2011
Average
Card Rating
Limited: Starter
Unlimited: 2.50
Block: 2.67
Ratings are
based on a 1 to 5 scale.
1 being the worst.
3 = average.
5 is the highest rating.
Beastly Mage
Tobi
Today's card is a turn 1 version of Tobi that has
"Void" as his second color, and also has a Genjutsu
Combat Attribute...
About time!
When he's put in play you get to look for a card in
your deck that has "World" in its name, reveal it,
add it to your hand, and shuffle your deck. There is
at least one Mission card with that word in its
name, and it's one that fits into the Akatsuki deck.
"Taking Over the World" is a turn 3 Water Mission
with no hand cost that gives you a bonus depending
on how many Akatsuki Ninjas you have out. But, I'm
guessing there's something better coming this way...
Ratings:
Limited: Starter/5
Constructed: 2/5
Block: 2/5
Art: Is he a good boy?/5
ninja_
cupcakes
Today's card is another one of the new starter
exclusive Akatsuki members. Like yesterday's card,
as well as the other Starter exclusives, this card
has Void in addition to its regular element.
When Tobi was first announced, he was first seen as
a sort of useless ninja since the only card he could
use with his effect was the mediocre "Taking Over
The World" from set 17. The new previews, however,
have turned Tobi into a valuable asset for every
element. Every element in set 21 has a new
mission with "World" in their name, which makes Tobi
a simple searcher for them. Since Tobi is now T1
rather than T3, you can search for your "World"
mission early game to pull-off the full force of
their effects. The World missions all have the same
template; all of them are T0 permanent missions that
get tokens placed on them whenever you play a ninja
sharing an element with the mission (ex: Playing a
Fire ninja puts a token on "World of Fire"). By
removing one token, you can activate a minor effect,
but by removing five, you can activate a more
powerful effect. You'll be wanting to get as fast as
possible, so the sooner you play the missions, the
better.
tl;dr: If you plan to play any of the new "World"
missions, get a Pain deck to get this guy.
Limited: 2.75/5 His effect is playable here, but the
world cards are not as good in this format.
Constructed: 3/5 Good, but he has competition with
Tobi [Man of Mystery]
Block: 3/5
Fun Fact: In the Pain starter deck (the one Tobi
comes in), there is no card with "World" in the
name, however, the Pain starter has "Taking Over The
World", but not this ninja.
DIMHWT
Tuesdays card is one that provokes a lot of
thought, today we have tobi dawn of vengance.
Now the first thing that must be discussed with any
tobi is that you will not be able to also play tobi
man of mystery. Man of Mystery or MoM, essentially
allows you to play with a 47-50 card deck, as he
activates from your hand to thin out your deck.
competitivly itd be hard to find a succesful deck
with three copies of tobi MoM.
Todays tobi is a card whos usefulness is going to
directly relate to the cards he searches. When Tobi
enters play, you can put any world card into your
hand from your deck. As of the time i am typing
this, we know 4 lf the promised 6 worlds, each turn
0 with no hand cost permanents that whenever you put
into play a ninja with the symbol that matches, you
put a coin on the world. each has 2 effects that
require removing a number of coins from the world.
Each cannot be effected by opposing missions
(meaning ninja/jutsu have to remove worlds). Tobi
himself has a above average 2/2 healthy status,
meaning he can be an effective back or head ninja
during turn 1 when he comes into play.
Fire-Fires world is one that involves discarding
cards from either players deck. for 1 coin it 2
cards and for the price of 6 its half the deck
rounded down. the world either is important to
remember as fire has some newer cards that benefit
you for having a reduced deck yourself, and i feel
that theme has some potential. because the worlds
can stack, if you're going to play the world of
fire, 1-2 tobi dawn of vengance might be your
friend.
Wind-World of Wind lets you remove 1 coin to look
and rearrange the top 3 card of your deck. 5 allows
you to choose an unblockable team. As useful as it
may be to know the top three cards of your deck can
be useful especially with all the draw in wind. Tobi
dawn might be worth 1 slot in a world of wind deck,
but little more than that.
Lightning-removing 3 coins to give all your ninja
+1/+1 coins or 6 to give all your teams that win
fights battle rewards. while the prospect of +1/+1
(not growth) coins is an intresting one, i doubt
lightning players will forsake their MoMs for any
copies of dawn.
Water-Water World staring kevin costner lets you
remove 1 coin to take a discarded ninja and move it
to your chakra area, for 5 you can discard every
players chakra. While tobi may not make it in water,
the world might, so i wouldnt put it past some tech
fiend to sneak a copy in and do well.
Earth & Void-unfortunaly, its impossible to say at
this point how useful tobis going to be in the other
two elements because at this point we dont know what
the worlds of earth and void do.
overall, tobi dawn is an intresting card to keep an
eye on, because three isnt needed to get the benifit,
running a 2-1 spread of MoM to dawn may be just the
thing to rock your world.