Up next is Jugo’s Hebi partner in crime – “Suigetsu Hozuki (N-1468)”. This Turn 2 “Weapon” Ninja has a strong Combat of 4, and good Support of 2; but this Ninja has the potential to be so much more.
Today we look a Ninja that shares a splitting resemblance to Mad Beast / Dandan, the duality of “Jugo (State 1) (N-1467)”. This Ninja perfectly captures the two sides of Jugo, docile and supportive with his 3 Support while healthy, and a raging monster with 6 Combat while injured.
Jugo’s effect is one that can easily remedy one of the biggest weaknesses in the “Giver” Deck whose goal is to give your opponent Chakra for bonuses; but in one fell swoop all that Chakra can be burned by your opponent playing Jutsu cards or paying for effects.
This is where “Jugo (State 1) (N-1467)” come in with an effect similar to “Naruto Uzumaki (N-136)”, but instead of milling from the top of your Deck for +1/+0, Jugo moves cards from your opponent’s Discard Pile to their Chakra area for +1/+0. This can be done up to 3 times during every Exchange of Jutsu to quickly refill your opponent’s Chakra area, and have the added effect of turning Jugo into a monstrous 9/0 Ninja that can bash through nearly every Ninja of the same turn.
Our last card today is the mentor to Team 7, “Kakashi Hatake (N-1444)”. This Turn 5 “Jonin” Ninja has both the Fire & Lightning symbols will solid stats (6/3 & 3/2) that Naruto CCG players are use to. It’s Kakashi’s effect that is new to players and adds another piece to the -1/-1 Coin Deck.
The first of Kakashi is a triggered effect at the start of each of your turns, and holds down one of your opponent’s Ninjas with a -1/-1 coin if you control another Fire Ninjas, making it more difficult for your opponent to attack back the longer the game progresses.
The second effect triggered whenever one of your other Ninjas is injured. If you control another Lightning Ninja, that injured Ninja becomes a bit stronger by receiving a +1/+1 coin from Kakashi’s effect. And since the injury doesn’t have to be due to the showdown numerous combos can ensue (ex: “Jugo (N-1191)” or “The 6th Hokage (N-1383)”).
Up next is “Sasuke Uchiha (N-1439)” in his black suit from the Chunin exam finals. This Ninja has the excellent 3/0 Combat (healthy) and “Sharingan Eye” that Sasuke is synonymous for; but what makes Sasuke an unbelievably powerful Turn 0 Ninja is his effect.
Sasuke’s continuous effect prevents your opponent’s non-“Taijutsu” Ninjas with an Entrance cost of 2 or less from attacking the turn they enter play. This effect slows down almost every Deck during the early game so that you can bolster your forces for a savage beat down.
With around 47 Taijutsu Ninja cards currently in Block format (pre-Set 25), avoiding Sasuke is a difficult feat unless you’re playing Lightning and/or Earth. You’ll love to play him and will be annoyed to play against him, so take caution.
The Fire Symbol has always been home to Mission negation since the insurrection of the Naruto CCG. It started off with Series 1’s “Lone Avenger (M-009)” which was a Counter Mission (Counter Missions can only be played on your opponent’s turn) that was able to cancel almost every Mission except Permanent Missions. With Series 5’s release Fire received the more inclusive “Catch-Out (M-180)”, for the cost of being Turn 4 instead of Turn 3 this Mission could cancel out any Mission.
Later on with the implementation of Block a new slate of Mission negations were made, and once again leading the pack was Fire with Series 17’s “Interruption (M-647)”. The power of Mission negations were amped to deal with the rise in power of all Missions, and this made “Interruption (M-647)” able to be used on Turn 2 at the cost of returning the Mission into its owner’s Deck.
Now, eight series later comes the arrival of Series 25’s “New Orders (M-891)”, this Turn 3 Mission can cancel out any other Mission being played, and rewards you with a card if you negate a Turn 4 or higher Mission. This new Mission negation is sure to see play in many Fire Decks at the start of this new Block format.