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| View Poll Results: Do you like today's preview? | |||
| Yes |
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44 | 72.13% |
| No |
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8 | 13.11% |
| So so |
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9 | 14.75% |
| Voters: 61. You may not vote on this poll | |||
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#31
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Kankuros tenacity stays as well.
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#32
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This is pretty good, could change flow of game though 3 ofs is highly damaging to your opponent when they enter a jutsu battle having to act first do to temporarily loosing a valuable support ninja.
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#33
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The Temari was oral, so I suppose this is a 69 for my Puppets?
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#34
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It's alright. It'd be a lot better if it was a turn later and let you draw 2 to even out. I wonder if more wind cards will focus on team manipulation in the future?
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#35
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This card is amazing, good players will make it broken which is what the game needs. Great cards that Great player can maximize and other players will just lose to.
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#36
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Dalegna Likes this
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#37
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This is actually a really handy Mission card, especially if you can drop it early. Not only does it give Wind that much more draw power, but it also busts up your opponent's Teams, weakening their defense. If you can do this before your opponent establishes field presence, you can start either taking out their Ninjas or getting in for big BRs early.
Particularly useful with this Mission would be the [Coercion] Mizuki, who has a similar Team-busting effect. Indeed, I think we have an entirely new deck theme here... Wind was famous for being able to build huge Teams with Puppets, and now it's turning the tables yet again by diffusing opposing Teams. I have a feeling we'll see more effects like this in sets to come. |
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#38
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Mizuki is honestly pretty terrible due to stats, I think you wanted non-sasori Hiruko on that comment. Honestly this decktype won't see play until after rotation primarily because there are too many better options before then. And furthermore unless it picks up some tools to deal with mill, it likely *still* won't see play.
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#39
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Quote:
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