

Labels: Chief Tsuzumiya Haruhi, previews, Set 25, tsu

Labels: Chief Tsuzumiya Haruhi, Oppai Are OP, previews, Set 24, tsu
Labels: previews, Set 24, Shino'sDad
Boa vinda a today' inspeção prévia de s de seu verdadeiramente na curva perfeita!
Agora com todo o hooting e hollering sobre o Topside, eu figurei I' d adapta e faz today' a inspeção prévia de s realiza duas coisas:
1. Topside can' cópia de t meu ahueaehuaeuhuuaha da revisão
2. It' s gosta de um enigma! Que sorte dos ajustes este cartão.
Porque este cartão, como esta inspeção prévia, confiará no oponente (leitor). Conseqüentemente, eu escondi inteligente 43 indícios durante todo este artigo para lig ao localizador de recurso uniforme para a imagem para este cartão. Aprovação, lá aren' t realmente 43 indícios, mas lá é bastante que o mais inteligente de você deve poder o figurar para fora… apenas como este card' efeito de s. Eu significo, eventualmente eu pude começ furado e apenas dar-lhe mais sugestões … mas… deve ser fácil bastante. It' s não como o vencedor está indo começ Canon Powershot g9 ou qualquer coisa.
Agora, Shikamaru [flexibilidade] era sempre um daqueles cartões que fizeram seu oponente ir " " do dammit do awwwwwww (castores); quando o viram. Se você didn' t tem a resposta, seu oponente apenas sentado lá com um ninja gigantesco do PM para começ BRs livre e para murá-lo o dia inteiro. Mas agora a resposta está em suas mãos… literalmente!
O Shikamaru fixo (etiquetado inteligente " Adaptability") é uma volta mais grande mas força agora seu oponente em fazer um Shikamaru' difícil; decisão de s. Se querem manter sua mão para fazer sob medida acima, a adaptação pune-os jogando o papel do cabo flexível. Se começam duramente carregar ou não usar recursos eficientemente, a terra tem todas as ferramentas para forçar descartes e whatnot para punir aquele.
Quando I' m não sure quanto jogo este cartão verá, it' s sempre uma opção a manter-se na mente quando you' re procurando um cartão que possa indiretamente beneficiar sua plataforma de várias maneiras.
-Josh
Tsu Edit: Always Kill, Never Die huehuehuehue
Labels: josh, previews, Set 24, viva brasil

Labels: Chief Tsuzumiya Haruhi, previews, Set 24, tsu
After not posting in forever I am here today to bring you what I believe to be the most awesome card in set 24. Now, I know this might seem to be a rather bold prediction, with Sage mode being shown but I honestly love this card, infact I would go as far as to say that from the art to the design this card is perfect. But what is this card you might be asking? Well I will tell you: Hidan (Curse mode). For those of you who just want to see the card, feel free to scroll down, because before I show the card I want to do a quick trip down memory lane.
Back in late march we revealed the first ever Hidan and Hidan (Cursed mode). I was involve with these cards because of how flavorful they were, but looking back these cards weren't very good. While Hidan (Curse Mode) had some cool combos, Hidan didn't actually do anything by himself. Not only did he need other cards to make him good, he needed cards that you normally wouldn't play, meaning he lacked synergy with previously existing competative cards in his colors. Couple all of that that with his tedious put in play requirements, and you just had a card that took too much effort to actually utilize reliably.
So, for those of you at home keeping track, the 3 main flaws with Hidan (Curse Mode) were:
1) Needed other cards to be good
2) Lacked synergy with previlent cards in his colors
3) Was difficult to actually play
So bandai needed to somehow overcome these 3 main factors in order to make the next Hidan (Curse Mode) playable...
... And I think they did EXACTLY that.
Looking at the very first problem with the original, you can imediately tell that the problem has been solved with the newest iteration. Not only does Hidan have a built in win condition, he also has a second effect that helps him trigger his first effect. So, if for some reason you only had a Hidan in play, you would actually be capable of winning the game.
The second problem with the original was his lack of synergy with other cards, something this guy can't relate to. This guy is all about the synergy. Seriously, he actually plays perfectly into fire decks utilizing some of the cards from the new "Win Battle Rewards" theme. Also, his draw back of giving up battle rewards is easily rendered irrelivant by another heavily played Fire card.
The third and final problem was the difficulty to actually get him into play, but as you can see this guy can reinforce off of any Hidan, without the use of a ritual circle. The ability to use ANY hidan is very helpful, because while some of you are probably going to be playing this guy for his synergy, others will be running this guy because of his ability to shut down cards that would otherwise throw a wrench in your plans.
Last thing I would like to share is a bit of math with you guys:
Turn 6 Reinforce Hidan, activate effect- 1 BR
Use Hanzo- 2 BR
Sac Hanzo with Deidara- 4 BR
swing with a big team including Hidan, your opponent chumps, you Dragon flame- 5 BR
You are now unopposed during showdown- 7BR
Total- 7BR in a single turn with almost now effort, all before sage mode can even come into play. Seems pretty good to me.
Labels: Curse Mode, hidan, previews, Set 24, Zero
Labels: Chief Tsuzumiya Haruhi, Livestream, Massachusetts, previews, Set 24, Shonen Jump Championship, tsu
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?)
Labels: bandai, previews, Set 23, Shino'sDad

But in all seriousness, this Temari is just begging for a deck to be built around her. Or begging for ahueuhuehuaeuthaeuheuhue...
*ahem*
ANYWAYS.
The first second third fourth fifth sixth thing that came to mind when I saw this card was the deliciously naughty ummm... non-optional effect. Yes, non-optional effect, that's the one.
You mean I can play a card that turns all my jutsus into draw cards?! I love cards! Especially ones that let me draw more and more lovely Temaris!
The kicker, of course, being that all my jutsus have to be negation or do something involving jutsus. This is also, of course, assuming that Bandai erratas all cards that say "Target: 1 jutsu being played" to "Target: 1 jutsu" or rules that only the words "1 jutsu" need to be in the target - otherwise this card is just a tease.
Going into the wayback machine, some of you might remember a Sannin-winning deck nicknamed "Greedy.dec." The point of that deck was to generate massive teams to force the opponent into first action, and massive card advantage to draw the relatively sparse protection present in the deck. But what if... all your protection birthed card advantage for you? Then it wouldn't even be necessary to play so many missions to lube the engine...
Being away from the game for so long has led me to not know what any of the cards in the current block format do, but I've got so many dirty ideas about what to do to with this Temari.
Perhaps a Neo-Greedy.dec using the new puppets, but with a lot more jutsus. Or perhaps...
Yo dawg, I heard you like drawing cards so I put card draw into your card draw so you can... I don't even know how this meme goes. Probably ends with a ferocious punch to the nuts though. (Ferocious Punch with a Temari trigger seems unreal good, in any case)
Or you could play that new X cost Void jutsu and Temari turns it into a Tobi.-Josh




Labels: Chief Tsuzumiya Haruhi, previews, Set 22, tsu

Labels: Chief Tsuzumiya Haruhi, previews, Set 22, tsu
Those of you who have ever talked with me online or at events have probably heard me talk about my favorite card once or twice. Even during the days when I ran the podcast for bandai I occasionally mentioned my love for Tunneling fang. Back in the days before rotation I would constantly try to build decks that used cards like Loosing control of Chakra and Release of Chakra to trying and mill twenty plus card in a single turn off of TFang. While Tunneling fang never made it into competative play, it still holds a place in my heart and nothing makes me more excited than to see bandai supporting animal based mill, because it gives me hope that maybe they will give TFang another shot. Anyway, here is todays preview:

Yeah, thats right, he mills cards like a fiend and prefers not to be called a cute little doggie.While some of you (The ones who for some unknown reason hate mill) will probably be unhappy with this card, I honestly couldn't be more happy with him. While Pakkun doesn't do anything by himself (except act as a two support one drop for fire, a color which rarely sees those) he does however make every card in a deck built around milling your opponent to death, better. Not fully convinced? Lets look at World of Fire, the current "Best" mill card. The card essentially reads "Mill 2 cards a turn" and based on an average deck of 30 ninjas and 20 non-ninja cards the odds of getting that extra card milled off of pakkun are pretty good.
Another cool thing about pakkun is his wording. Since he's a triggered effect any effect that causes a Non-Ninja card to get milled over will cause him to trigger, even his own effect. So for example, lets say you deploy Pakkun and then remove a coin from your world card to force your opponent to mill two cards. Unfortunately for him, one of the two cards is a jutsu, causing pakkun to trigger. Pakkun forces your opponent to mill one card, which happens to be a mission. Pakkun triggers again, and this time it's another jutsu discarded from the top of your opponents deck. Looks like Pakkun triggers again and again until he mills a ninja... Put then you play your Fire Style: Fireball Jutsu... and you see where I'm going with this. Pakkun is an awesome card, and will hopefully have a positive impact on block as more mill based cards come out. I hope you enjoyed my favorite of our preview cards from "Weapons of War". Be sure to check back next week for another preview, and for those of you attending the 1K we are running this weekend in Morris town, NJ we will be having a special preview shown during the tournament! Until next time.
Labels: previews, Set 22, weapons of war, Zero
that I'm sure you've all been waiting to drool over.

Labels: Chief Tsuzumiya Haruhi, Deck Building, previews, reviews, Set 22, tsu

Labels: Chief Tsuzumiya Haruhi, previews, Set 22, tsu

Labels: Chief Tsuzumiya Haruhi, previews, tournament, tsu

Labels: Chief Tsuzumiya Haruhi, previews, Tournament Pack 3, tsu