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Pain (Deva Path)
[Right Ring of Rei]
#N-1152 Reviewed May 3, 2011
Average
Card Rating
Limited: Starter
Unlimited: 3.50
Block: 3.33
Ratings are
based on a 1 to 5 scale.
1 being the worst.
3 = average.
5 is the highest rating.
Beastly Mage
Pain (Deva Path)
This Starter Deck Pain (pun?) is one that goes good
with Turn Control. First off: straight Void Ninja,
no mixer here. Second: he has a turn-shifting
effect. When he wins a Victory (any sort) your Turn
Marker goes up by one, and your opponent's Turn
Marker goes down by one. That effect isn't Valid,
but the other one is. When your Turn Marker is even
your opponent can only play ONE Jutsu per turn
during that time. So, if your turn marker's at 8,
your opponent's stuck for a while. Sometimes only
one is what it takes, but with such Characteristics
as Rinnegan this Deva Path can hold his own. What
could hurt him a bit is the fact that he has
Sacrifice. But, it's worth it. He could do good in
Constructed, particularly with the new Void support.
Try it and see!
Ratings:
Limited: Starter/5
Constructed: 3/5
Block: 3/5
Art: I want you.../5
ninja_
cupcakes
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N-1152 Pain (Deva Path) [Right Ring of Rei]
==================================
Today's card is the other featured ninja on the set
21 starter decks, Pain (Deva Realm). This is the
second Deva Realm in that has been released, other
than the squad in set 20. The new Pain is very easy
to get compared to the set 19 super rare, and he is
just as good in my opinion. If you're kicking out
the victories, Pain's effect that prevents your
opponent from playing multiple jutsus should always
be active. If you play him on T6 and win a victory,
your turn marker will be raised to seven, and then
eight when your turn ends. This is great with cards
like Human Path, which require an even turn marker
for effects, however, it will prevent others like
Human Path and Animal Path.
One reason why I like this Pain more than the Super
Rare Pain, is that he allows you to play the Pain &
Itachi squad during the next turn. If you win a
victory on T6, your turn marker will become eight by
the end of the turn, so you can get the amazing
squad out even faster.
Limited: Starter
Constructed: 4/5
Block: 4.25/5
DIMHWT
this Thursday we have the only known pain of the
set, deva path from the set 21 starters.
deva is, as expected, comes with the high stats of
8/3 6/2 on turn 6. He has the underappreciated
ninjutsu combat attribute, ambush, and mastery. for
his hand cost and a sacrifice, you get the win more
ability that whenever his team wins a fight, your
turn marker goes up one and your opponents goes down
1. he also holds the valid effect that while ur turn
marker is even (0s are considered even in this game)
ur opponent is limited to 1 jutsu card per turn.
Void-deva has all the things you want from a turn 6
in this element, he increases the difference between
you and your opponents turn marker, and he limits an
opponents actions during the game. While itachi may
be the top option on 6, no one says a copy or two of
deva cant also be in the deck, and he proly should
be.
splashed-while deva may not be the conventional
splash, he still has combat that rivals the
legendary sitting duck tsunade (fifth hokage) and
during half of the game, your opponent can only play
1 jutsu. now every game this may not make an impact,
but jutsu wars still happen, and i'd rather have the
deva and not need him, than need him, and not have
him. something to slide a copy into your deck and
see how it effects your games.
limited: NA
constructed:
Void-3/5 (the pressence of itachi in void makes deva
a lot less of an improtant ninja, but he's flat out
solid)
splash-2/5 (at best a 1-of. but for decks that dont
have access to a 8 combat, he might be worth a look
if only because he can restrict jutsu use for the
opponent without having to be battling)
art: 5/5 (believe it!)
I'm DIMHWT, and this was the naruto COTD, see you
tomorrow ;)