Tuesday, March 13, 2012
"Danzo" Shall Henceforth Be Known as "Tony Danzo"
Thursday, March 1, 2012
The (Official) The Perfect Curve Create a Squad Templates!

So I know I promised these a little while back, but I finally was able to upload these. Special thanks go out to all those who helped work on the templates in the first place, including MJM, Naruto4Ever, Mendosuke, and many others I can't remember off the top of my head.


Please note, that in the interest of keeping the template strictly for use of this contest, I have watermarked the background so that the templates themselves would be otherwise unusable.

YOU WILL NOT LOSE POINTS FOR ANY OF THE MARK SHOWING.

The Perfect Curve Squad Template


Have fun and good luck, everyone.


-Nick Botchis (Shino'sDad)

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Friday, February 17, 2012
Fashionably Late, But Regardless: The Perfect Curve Two Year Anniversary Contest!
Cancelled until further notice. Please refer to Pat's post above. Sorry everyone for the inconvenience. Rest assured, there will still be a contest with plenty of free stuff.

- Nick Botchis (Shino'sDad)

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Friday, February 3, 2012
The Perfect Curve Exclusive Preview #4: A Slightly Difficult or Thought Provoking Situation...
I'm making those shirts a reality.


As of late, Missions cards have started to fall into a very specific category that determines if they see the light of day or not. Usually, a mission has to do one of the following two things in order to be considered for a slot in any deck,

1) Draw cards.

2) Tutor cards.

Past that, a "utility" mission requires doing something that will either support a direct deck type (Ala World of Fire for Mill), or directly effect the game state in some drastic way. A couple good examples of that are Dehydration and Clear Sky, both are Water/Earth cards that directly alter something about the game when they are played, either by negating a key effect in Dehydration's case, or resetting your opponent's resources (or in a very rare case, save yourself from milling out) with Clear Sky.

Short of these two, most other missions that fall into the utility zone are often paired with some sort of card draw. Training in the Moonlight will draw you cards, if you managed to play it when you have more cards in hand than your opponent, and something like Wager hinges on you winning the forced battle. Drawing the cards is a bonus for using the card at the proper time.

Today's preview is a utility mission that carries the card draw bonus, but not as an extra effect. Rather, it is there to present your opponent with a choice.


So here's the scenario. You've got a nice, healthy Ninja with a solid effect on your side of the field. Luckily, he's not Valid, so being able to injure him somehow will make everything all better. In the case of guys like Chiriku, this isn't always the most simple of situations. Luckily, you have this mission, which will hopefully injure that troublesome Ninja, or more likely, draw you 2 cards.

I have tried to find a situation where playing this card will net you the injure over the card draw, and I can't. If the mission offered either an injure or Three cards, I could see it being a bit more difficult of a choice for your opponent, since you're actually gaining positive either way. As it is, its the same thing as playing One Morning, which has been heavily crept over, power wise.

This weekend will be our final preview; a super rare that has been hinted at a few times, brought to you by Mr. Tsukiyome.

-Nick (Shino's Dad)

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Friday, November 18, 2011
A Limited Perspective: Set 23: Invasion Sealed Deck


So tonight was our release event at my local shop for Set 23. We always have our events on Thursday because we have to compete for room with Magic (Friday) and Yu-gi-oh (Saturday) otherwise. We were all excited to open up our pool of six boosters and see what cards that had not been previwed prior to that time did. One forty card deck and three rounds of Swiss later, I walked off with a pile of prize packs for my 1st place win. That, of course, is hardly important. Rather, I just wanted to touch on a few cards that I found were extremely versitile in the Limited environment, and also how a few of those cards could possibly make for breakout success in Constructed.


First, I'll lay out my deck list at least so you can see what I was working with:


Ninjas (26) (4 Wind, 3 Fire, 4 Earth, 4 Lightning, 7 Water, 2 Void, 2 Fire/Lightning)


x2 Sakura (Childhood)

x1 Sasuke (Childhood)

x1 Kisuke Maboroshi

x1 Shiho

x1 Choji Akimichi

x1 Samidare

x1 Jako

x2 Ink Leech


x1 Tsukado

x1 Hinata Hyuga

x1 Ink Snake

x1 Pain (Animal Path)


x2 Rock Lee

x1 Temari


x1 Tenten (yay...)

x2 Haku


x1 Hidan

x1 Gaara of the Desert


x1 Kisame Hoshigaki

x1 Kabuto Yakushi


x1 Orochimaru

x1 Pain (Asura Path)


Missions (6) (2 Fire, 2 Wind, 2 Void)


x2 Heated Argument

x1 Floating

x1 A Masters Death

x1 Six Paths of Pain

x1 Invasion


Jutsu (8) (2 Wind, 1 Lightning, 1 Fire, 3 Water, 1 Fire/Lightning)


x2 Wind Blade

x1 Lightning Beast Running

x1 Lighting Style: Shadow Clone

x1 Chakra Liquid

x2 Sticky Webbing

x1 Fire Style: Biscuit Firing Jutsu


Solid Cards of the catagories:


Ninjas


Sakura (Childhood)- More often than not, I was able to pick up an extra card off of this Ninja, who usually came down as a Turn 1 rather than the Turn 0 that it actually is. Her ability to dig through your deck might get her into some Wind decks as a functional 1 drop, as her stats and the added effect from growth make her a solid Ninja.


Kisuke Maboroshi- Nothing but value out of this card. I was able to ram into opposing turn 0 drops with 3 Combat without fear, knowing I could just chump with him and get him back as a ghost. I was able to effectively eliminate enemy Kisuke's with Biscuit Firing Jutsu though. I can definately see this guy being played in Fire as well as in Lightning, offering a valuable turn for setting up. If you happen to have the new Karin from this set around as well, he's pretty much an infinite chump blocker, save for well aimed Biscuits being fired at him.


Shiho- A conservative player will use this card to effectively have the top card of their deck as an extra card in hand, as they will block carefully to conserve important cards on the top of the deck or use it to shave away extra chaff. An aggresive player will use this card to dig for key Jutsu in order to push for rewards. I was able to use her in both situations in many games. Nothing was better than drawing into a jutsu I could use and shipping a high drop Ninja I didn't need back to the top of my deck.


Ink Leech- Yeah, good in Limited, Good in Constructed, just good over all. Three chakra in a format where playing missions is hard enough as it is puts you way ahead of the curve against your opponent, and in Constructed, where you will be gaining even more chakra from mission plays every turn, as well as the reintroduction of Paper Bomb into the format as a reprint (Paper Bomb early game is just as bad as Infinite Embrace was).


Tsukado- This guy was a champ, as being valid, he just ran head long into battle every turn. He as well as a few other cards really shined when I was able to drop Six Paths of Pain, forcing both my opponent and I to battle with Teams of only 1 Ninja.


Hidan- He just won games where I needed that one extra reward to win, which happened more often than I thought it would.


Kisame Hoshigaki- This guy is brutal every time he hits the board. As I mentioned with Ink Leech, in a format where every chakra matters, and with him effectively cutting off any chance for your opponent to reliably retaliate after his effect resolves, he allowed me to push aggressively for rewards when I otherwise might have feared jutsu retaliation.


Pain (Asura Path)- Not really solid perse, but big stats and the ability for me to actually get his effect online with the help of Kisame and Animal Path, he just solidified already strong leads, rather than really help me win. Honorable Mention for me being able to actually use his effect though a few times (and shut down a pesky Kakashi (Boyhood) before he even got to set off his coins).


Missions


Six Paths of Pain- Tempo card of the year. When your opponent is supporting their Head Ninja of a decent team with 0/2's and then this hits the board, they sort of just fold under the aggressive press of an opposing field of all Combat heavy Ninjas. With a curve of Kisuke, Tsukao, and Turn 2 Rock Lee one game, followed by this Mission, it added up to a quick GGGGGGG.


Almost all of the annoying as hell Permanent Attach Missions- Hiding and Brooding Mood crippled teams, Heated Argument made guys huge and into one man wrecking squads, Information Extraction made any Ninja into a complete liability with the fact that losing them meant losing 2 cards from hand.


Jutsu


Wind Blade- I had lots of Wind and lots of Water, and my opponent's Head Ninjas were lots of injured and lots of 0/0 for some sweet OVs. I still hate the picture though.


Fire Style: Biscuit Firing Jutsu- For 1 chakra, I just made profit off your bad block, or I just turned a draw into an edge for myself. This was just an overall popular card tonight.


Lightning Style Shadow Clone Jutsu- I could actually see this being played in Constructed, simply for the sheer factor that getting this played on you when you think you have the advantage can be really depressing, especially when someone uses their Kakashi's effect to try and obliterate your lone Kisame.

So anyways, I hope everyone enjoys their Release Events for Set 23: Invasion. Be sure to check back to the site every so often for more ramblings from Pat and I, as we're the only ones who ever post anymore.

-Shino'sDad (Nick Botchis)

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Friday, November 4, 2011
The Perfect Curve Set 23 Preview #3 - Betting on Victory
Lightning has always had it's time in the spotlight in nearly every recent format, as well as some older ones as well. Though the times of Sexy Gaara, Chain Lightning, and Toad Rush are in the past; Lightning has regained it's position as a Tier 1 to 1.5 deck. Recent Lightning cards such as Anko's Memory, Monster Research, Killer Bee, and The Fourth Hokage, supplemented by strong Jutsu like Lariat, Rasenshuriken, Infinite Embrace, and quick Chakra producers like Kushina Uzumaki and Tsuchigumo Style: Forbidden Jutsu Release - Big Bang made for a solid deck.


With the soon to be released Set 23: Invasion just around the corner, in combination with the newly updated Rogue List for Premiere Tournaments, many players have been looking forward to what new toys Lightning will be receiving to play with. With the restriction of both Kushina Uzumaki [Eternal Bond] as well as Tsuchigumo Style: Forbidden Jutsu Release - Big Bang being limited to 1 copy per deck, along with the outright ban of Anbu [Hidden Threat] and Anbu [Rising Threat], the early game has been slowed down quite considerably. Where a player could easily have as much as 10 chakra on Turn 1, without having to sacrifice nearly any of their hand or board presence, priming you for a rain of Infinite Embrace on your opponent's field and a very abrupt scoop from your opponent, that is no longer the case. What Lightning needs now is more aggressive early game tools in order to fill that void (not Void, mind you).

Cue the new Rasengan, which can be played by the usual any Jiraiya or Fourth Hokage, but has the added benefit of being able to be played by any Naruto Uzumaki + Clone Status or Konohamaru + Clone Status. A quick check of the card database reveals that save for Naruto Uzumaki (Taijutsu), all Naruto have Clone Status in format, from the smallest Turn 0, to the Turn 5 Tailed Beast Mode, and all Konohamaru have Clone Status as well, most importantly Konohamaru Ninja Squad, who is a near staple in many decks (all decks?).

You also have the new Rock Lee [Honor Bound]. While he is a bit tech in his use, he sports both Growth and Surge, allowing him to become a 5 or 6 combat on his own, if needed, which ties in well to his effect. He cannot be Blocked by a Team of 2 or more Ninjas. Although, he cannot be added to a Team with other Ninjas either. So that means that if your opponent wishes to stop him, they will need to send a Ninja one on one against him, leaving their field spread out. I can see this as one of the reasons that Anbu were banned, as dropping a Lee with two Anbu is a very harsh beating.

Ink Leech is an attempt to give back that early chakra gain, but at the cost of lower stats, and the inability to Growth over for even more chakra without the cost of a deploy. Despite this, it seems to be a rather popular card and just might see use anyways. Without the possibility of your opponent gathering a Team Power of 5 or higher any longer, the Leech and come down on Turn 0 and block, retaining it's 1 combat and support even when injured. Though, this would only really be advantageous if you were going first, as dropping an Ink Leech on the Draw will leave you severely lacking in Team power come your opponent's Turn 1.

There are still plenty of other Lightning cards that have not yet been previewed yet though, so this list of useful Lightning tools may increase before the Set is released on November 18th.

So by this point, you might be wondering what the point of all this up to now has been. The answer is today's preview, which is a card I feel might see some play, if only because if offers Lightning an aggressive start to the game.

First, I will tell you all that it is a Mission Card. Second, it plays on Turn 1. Early missions are always nice, but only if they do something useful, right? Well what do we seem to all want out of missions lately? Draw and Tutoring, it seems is what we all look for when assembling our mission line up. If there is an added effect to it, then all the better, right? Well then this card fits that bill perfectly.





So right away, you will notice that this card is similar in practice to Pat's preview card, but with the advantage of you being able to pick your chosen combatant. with the added benefit of being able to draw 2 cards if things go your way, which it should or else you wouldn't be playing the mission in the first place, right?

This card is Amazing if you are going first, as you will, unless playing understatted Ninjas, have a higher Team Power than your opponent, who should have a maximum Team power of 4, while you could have as much as a 7. Injuring their first Combat Ninja can be a huge advantage that you will be able to seize, plus you get 2 new cards as well!

While preparing to write this article, I took the time to search out any cards that are still legal that would give us some solid interaction with this card. Obviously, cards that aid in attaining a Victory such as The Fourth Hokage [Supremacy] come to mind, but so do cards that get effects Because we scored a Victory of some kind. Of all current Block Format Ninjas, the following activate an effect when it's Team with any kind of Victory:

Kakashi Hatake & Yamato
Itachi Uchiha
Karin
Pain (Deva Path)
Zabuza Momochi
Zabuza Momochi (Younger Days)
Uhei (accent over the U)
Rock Lee & Might Guy
Kakuzu (Soul Form)
Shukaku

With a quick pruning of some cards that just don't work well with Lightning's theme or are extremely off element, we have a new list that looks like this:

Itachi Uchiha (Set 21)
Pain (Deva Path) (Set 19)
Zabuza Momochi (Set 22)
Rock Lee & Might Guy (Set 19)

Also of note, is a reprinted Orochimaru that activates on an Outstanding Victory:

Orochimaru (Set 19 Starter Deck)

What about Jutsu cards?

Lightning Blade Single Slash (TP 1&2)
Eight Inner Gates (Set 19)
Deformable Body (TP 3)
Partial Expansion Jutsu (Set 22)
Severe Leaf Hurricane (Set 22)

Again, some quick pruning leaves us with:

Deformable Body (TP 3)
Severe Leaf Hurricane (Set 22)

Obviously, the idea of tooling our deck exclusively around a single mission card is a bad idea. But if the deck itself works well and we do not force the deck into a singular path (We need to be able to win the game without the mission, if it never comes up, afterall), then there is no reason not to try and compliment it with a few cards.

Seeing as the best cards for these situations are Lightning and Water, that would be the best place for this mission, if possible.

Obviously, a very nice, albeit very late combo comes in the form of the Rock Lee & Might Guy platoon, whom, as the target of the Mission, will continue to have to be opposed every new Combat Phase that it spawns. Pair them up with someone like Orochimaru [Eager Desire], and not only will your opponent's field be nothing, but so will their Turn Marker.

Five Minute Deck List Featuring Preview Card, Go!

Betting on a Victory

Ninjas (30):
Turn 0
x3 Rock Lee [Vanilla]
x3 Jirobo (State 1)
x3 Hotaru Katsuragi
x2 Gaara (Childhood)
Turn 1
x2 Karin [Absorption]
x2 Kidomaru (State 1)
Turn 2
x2 Konohamaru Ninja Squad
x2 Iruka Umino [Strategic Placement]
Turn 3
x1 Anko Mitarashi [Test Proctor]
x2 Naruto Uzumaki [Emerging Beast]
Turn 4
x2 Killer Bee [Da Eighth]
Turn 5
x1 Zabuza Momochi [Demon of the Mist]
Turn 6
x2 The Fourth Hokage [Supremacy]
x1 Orochimaru [Eager Desire]
x2 Might Guy & Rock Lee

Missions (11):
x3 Wager
x3 Monster Research
x3 Anko's Memory
x2 Make-Out Tactics

Jutsu (9):
x3 Chidori (Set 19)
x2 Rasengan (Set 23)
x2 Deformable Body
x1 Tsuchigumo Style: Forbidden Jutsu Release - Big Bang
x1 Infinite Embrace

Reinforcement Deck:

x3 Rock Lee & Gaara
x2 Kidomaru (State 2)
x2 Naruto Uzumaki (Nine Tails Cloak)
x2 Naruto Uzumaki (Tailed Beast Mode)
x2 Naruto Uzumaki (Four Tails)
x2 Naruto Uzumaki & The Fourth Hokage
x2 Jirobo (State 2) (We can only assume he will be good?)

-Shino's Dad (Nick Botchis)

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Tuesday, May 10, 2011
Let's Talk About Water...
So I've been rattling this deck list around in my head for a couple days and felt I needed to throw it down in words. Tell me what you all think.


Ninjas: 22

4 - 3 - 4 : Oshawott - Dewott - Samurott (Ability: Shell Armor)

4 - 3 - 4: Totodile - Croconaw - Feraligatr (Prime)

2 Uxie

2 Sableye

Missions: 22

3 Rare Candy

4 Interviewer's Questions

4 Pokemon Communication

3 Bebe's Search

2 Scott

2 Professor Juniper

2 Expert Belt

2 Twins

Jutsu: 16

16 Water Energy


Basically, the main point of the deck is to get Your Feraligatr online as soon as possible and just dump energy onto Samurott, who does a base of 100 damage with Hydro Pump, not including any pluses from more than 3 Water Energy or an Expert Belt attached. I originally ran 3 - 2 Lilipup and Herdier as a draw engine, but I realized that it was eating up my first two turns of energy and I risked Lilipup or Herdier dying to a solid hit from those damn Fighting Ninjas.


Oh, here's a preview too.


Basic Turn 2 Suigetsu stats, with a valid ability based on how much chakra you have accumulated. He doesn't really compare to the No Hand or Discard versions of Suigetsu, who are both excellent in their respective deck types. For now, he's gonna be on the bench.

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Tuesday, April 12, 2011
Perfect Curve Previews #2.5 (Cuz Kirin was totally legit)... Except that Andrew Kardis trolled me.

Hey loyal readers, I would have posted TWO previews for you tonight, but one Mr. Andrew Kardis is being a cock smuggler and did not send me the email with the cards attached.

Instead, you will be pleasured with my now endless ranting and raving.

So what has Mr. Nick Botchis (Aka Shino'sDad) been up to? Well, aside from trolling Naruto in the newest chapter of, Naruto, I have been playing Pokemon White a lot and also testing decks for the upcoming Chunin at ATF in New Jersey. More importantly, I am smoothing out the last bit of planning for my trip to Flordia for the SJC at Fort Minor, I mean Fort Myers (omg lol ur not funny Shino'sDad). I will be accompanied by a rather exotic crew of players from New England, as compared to my normal CT Crew. Expect to see the likes of Joe Colon and possibly Eric Melone kicking it in the backseat of my car (But which seat should I take?!).

So until tomorrow when I actually have the damned cards to preview, I will drop a hint for you all. He may not be Picaso, but he has a solid foundation at least. And then another card too.

-Shino'sDad

[Insert Sig Pic Here]

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Saturday, January 22, 2011
GA Kage Updates
This post will be updated throughout the tournament.

Number of Players:

Current Round: Top 8

Player Records:

Tsu Kiyo Me: 3-2-1 (lol punting mad hard yo)
Squee: 4-2
VSA: 2-2-2 (scoop to help advance friend)
Shino's Dad: 3-1-2 (current 9th seed)
Dark Lord Zorc: 2-1-3 (played Tsu round 2)
Jose: 2-4
Sherlock: 4-0-2
Ashneal 4-1-1
Eddie: 4-2
Shenanigans: 4-1-1
The One And Only 4-1-1 (Kicked out Tsu and Shinos Dad)
Grits N Gravy: 5-1)
GTO Ivan: 3-3 (played Shenanigans round 2)

This format is awful. NO ONE FINISHES A MATCH. EVERYTHING GOES TO TIME.

Top 8

Grits n Gravy vs Ashneal
Thomas Terry vs Sam Tuell
Sherlock vs Shenanigans
James OLeary vs Prince


-Tsu

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Monday, January 10, 2011
The Perfect Curve Preview Week Begins! A Gentle Rainbow!
Hello folks and welcome to the first of The Perfect Curve's previews for Naruto Shippuden CCG Set 20: The Tales of the Gallant Sage.

We are lucky enough to bring you a full theme this week, in the form of a group of Ninjas that not only all work very well together, but supplement some other Ninjas that have already been printed in prior sets.

The first of which is everyone's favorite avenger, Sasuke Uchiha. But this time, he is dressed for success.


So the first thing you will notice is most likely the art. The Ninjas in our previews this week come from the Shippuden Anime ending #5, Gentle Rainbow. While we can't be 100% sure how it will actually look on a printed card, I have a feeling that foils of these Ninjas are going to be really nice.

Sasuke Uchiha (Suit) is your standard Turn 4 Sasuke, though he only sports a Fire Symbol in this incarnation, as opposed to a Water or both Fire and Water. This is fine due to the deck type he is designed to work in. And with a quick look at the characteristic line, we can see that the deck of choice is Leaf Academy.

As for the effect itself, he allows you to place a growth coin on any of your in play Leaf Academy Ninjas by discarding any Leaf Academy Ninja in your hand. While the effect isn't downright outstanding on it's own, it supplements the decktype in that it is a constant stream of Growth coins for your Ninjas. What appears to be a downside though, it that his effect is considered Growthing the Ninja, so you cannot use it on a Ninja that already has a Growth coin, and you cannot further Growth a Ninja with this effect if it already has a Growth coin on it. On the other hand, the fact that this effect is considered Growth works very well with the next Ninja in this preview.

From a Limited perspective, he is a solid Turn 4 Ninja with big Combat and the potential to Growth, and being a common, you may be able to pick up a couple of them. Combined with the fact that there are other Leaf Academy Ninjas this set, his effect will let you get that important Team Power up to the level where your opponent will not want to block or have to start taking heavy damage on his side of the field.

Next up is one of my favorite cards in the theme, a transfer student who has befriended those of the Leaf Academy.


Gaara of the Desert (Suit) is your standard Turn 2 Gaara, with the addition of Leaf Academy as well as Growth, a mechanic we never see on Sand Ninja. That is though, of course, because he is also technically a Leaf Ninja this time around, as shown by his second effect.

His first effect is what makes him interesting though. Similar to Advisor of the Sand, who draws you a card whenever you Surge, Gaara (Suit) draws you a card whenever you Growth a Ninja. This includes himself of course, and it also includes Sasuke (Suit)'s effect, meaning that Gaara and Sasuke become a filter engine for the deck with the bonus of getting a Growth coin as well.

As with Sasuke (Suit), Gaara (Suit) is not a card that outright screams "Play Me", but is meant to operate within the decktype that it was designed for. Combined with the rest of the theme, Leaf Academy gets a solid boost in this set. Although it won't be going out to win any large events, it still has a structure to it other than "Rush to 10 coins as fast a possible."

Be sure to check back often for new previews for the Leaf Academy theme as well as the staff's random musing on all things Naruto as well as other random banter.

Afterthought: Maybe since we got these Ninjas, we will get some Bacchikoi! afterall...

-Shino'sDad

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Tuesday, October 19, 2010
A New Challenger Appears! Also, Preview.


Who's This Guy?


So, for those of you out there who don't know who I am, (Which I find completely impossible since I am, after all, one of the most important people in the Naruto CCG Community) my name is Nicholas Botchis, and I go by the handle Shino'sDad in pretty much any forum or site that has to do with the Naruto CCG.

I have been a sort of court advisor in the shadows to The Perfect Curve since it's creation, and up until now, have only been mentioned in context to discussions or tales of whimsy by the other members of the staff. Starting today though, I begin my “internship” as a writer for the blog itself. Zero feels that I require some sort of trial, a rite of passage if you will, to prove I am up to snuff, though he fails to realize that I pretty much write all of Tsukiyomi's content for him (Haha, joking.. I think.)

Back to the point, though, I have been playing the Naruto CCG since it's launch with Path to Hokage. Those halcyon days of believing that a Hand cost could be paid with any Element Symbol and that Zabuza Momochi [Demon of the Cloud Village] belonged in every single deck are long since over, and I now play competitively, playing in many Chunin level tournaments (multiple Top 8's and a “win”) in my time, as well as the Mist Kage in '09 (7th Place) and the Sannin Event at Gencon for the past two years (Moving on...). I am also a Meijin for my local game shop, if you call a 45 minute drive local that is. Forum wise, I am an active member or the Bandai Forum Community, as well as one of the founding members of my Team's forum, CT Crew Gamming (Shameless Plug-no-Jutsu!).

On a less Naruto-esque note, I am an avid gamer of all fields. I have at least tried nearly every MMO game to date, save for the more obscure Korean and Japanese exclusives (and even a lot of those), and was a full time player of both Everquest and Everquest 2 up until about two years ago. Table top RPGs are also another area of expertise of mine, ranging from Dungeons and Dragons to Vampire: The Requiem. And of course, I have shuffled and cut a deck of dozens of CCGs, including but most certainly not limited to: Magic: The Gathering, Pokemon, Magi Nation, Star Wars (Decipher), Vampire: The Eternal Struggle, Legend of the Five Rings, Dragon Ball (Score and Bandai), Bleach, and of course, Naruto (both the English game as well as the Japanese Shippuden CCG).

Less Talky, More Previewy

Now that introductions are out of the way, I am proud to have the pleasure of revealing and reviewing one of The Perfect Curve's previews for the week. Fitting in with our Taijutsu theme, I present to you the Raging Blue Beast himself, Might Guy!



So, right from the get go, we notice a few key things that make this Might Guy different from the rest. Sporting the addition of both Surge as well as Growth on his characteristic line this time, as well as a support value of 3 in his Healthy Status, along with maintaining his monstrous 6 Combat even when injured.

This Might Guy can play the role of both Head Ninja as well as Support, given that 3 is the golden number we look for in support Ninjas, as well as the fact that with Growth and Surge, he can be either a 6/3 6/0 (normally), 7/4 7/1 (growthed), or a 8/5 8/2 (surged). With the existence of Might Guy (Afro), he has plenty of backup copies to Growth from, or better yet to Surge with, and his effect makes all those extra copies even more useful. A valid effect that turns Surge into a reusable effect is not exactly game breaking, but with the right cards, you can produce some positive results.

Rock Lee (N-913) – Pro: Surge him multiple times with a plethora of useable cards in hand for that key Outstanding Victory. Con: Late game tech for a early game Ninja.

Leaf Hurricane (J-755 ) – Pro: Surge a Ninja multiple times and then pick them up with this Jutsu card to do it again or conserve Hand advantage. Con: Requires you to go relatively unharassed during the Exchange of Jutsu for maximum effectiveness (if you want to use the combination effect in tandem with a copy of this card in your chakra or discard already).

Advisor of the Sand (N-939) – Pro: Turn every copy of a Ninja you have in play already in your hand into a new card from your Deck. Con: As with Leaf Hurricane, this can be interrupted during the Exchange of Jutsu by your opponent, though...

Chiyo (N-942) – Pro: Gives much more flexible defensive control in case you need to surge off of the same Ninja in order to block a jutsu or two. Con: Another non-Taijutsu Ninja for what it seems it supposed to be a near Taijutsu pure decktype.

Overall, Might Guy [Gate of Joy] may not be the most incredible Might Guy ever printed, but he fits in as a key component of the Taijutsu deck for Path of Pain, as you will see once Zero posts his own preview in a day or two. Keep in mind both Leaf Hurricane as well as Advisor or the Sand for that one.


- Shino'sDad



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