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- Feudal Lord's Treasure: Set 27 Super Rare Overview Part 1
December 12, 2012
With Set 27, Hero's Ascension releasing
this Friday, MJM and I decided that before taking a full look at the
entire set as a whole, we could touch upon the Super Rares that are
in the set. This week we'll address those, and all next week we will
discuss each element separately and in detail. Each of us chose seven
Super Rares, including one of each of the Starter Deck Exclusive
Super Rares to discuss this week. My picks were: The 3rd
Tsuchikage, Killer Bee (Version 2), The 4th Hokage,
Tsunade, Pain (Deva Path), Double Lariat, and Summoning Jutsu:
Reanimation. I will be discussing them in no particular order, merely
how they were numbered on the card list. Also, I'll be posting
insightful comments from you, the players, that I have collected from
the Facebook preview pages.
The
3rd Tsuchikage [Gravity Well]
There were actually no Facebook comments worth posting about this card, I'm a bit disappointed.
I can honestly say I was
not at all expecting to get another of the Four non-Hokages in this
set. Like his previous version from Set 25 Kage Summit, The 3rd Tsuchikage [Earth Shadow], he sports the triple elements of Earth,
Fire, and Wind; the three elements necessary in order to perform the
Kekkei Tota: Particle Style (aka Dust Release). He also retains the
same stat layout of 4/5 Healthy and 2/4 Injured, making him one of
the strongest Support Ninja in the game, numbers wise.
His effect is quite
interesting for a number of reasons, which I will break down here as
it touches on a few intricacies of game rules.
Tsuchikage's effect is a
triggered effect, with the condition of its trigger being “When any
of your opponent's Ninjas receives damage”, in which case you “may
remove that Ninja from its Team. In that case, that Ninja cannot be
sent out to Battle during the next turn.” There are a few important
things to point out with this effect. The first is that it uses the
word 'may' in place of 'can', which allows his effect to placed on
the chain any number of times during the turn, rather than only once
per turn like most optional effects that use 'can'. On top of that,
because it is still considered an optional effect, and because the
effect uses “In that case,”, the Cost for placing the
Tsuchikage's effect on the chain is actually removing the Ninja that
received Damage from its Team. When his effect resolves off the
chain, that is when you are placing the restriction of “That Ninja
cannot be sent out to Battle during the next turn.” An important
thing to remember as well is that Tsuchikage's effect will trigger
for each Ninja that receives Damage even if multiple Ninjas are
receiving damage at the same time, making him extremely versatile due
to being able to apply his effect any number of times, as well as any
time.
The one loophole that
exists is that because it specifically states “During the next
turn”, you actually cannot use the Mission Phase to somehow give
Damage to a Ninja and lock it out from Battle, as it will still be
able to be sent out to Attack or Block on That Turn, just not The
Next Turn.
Currently, Earth, Wind,
and Fire all possess a few cards that deal at least 1 damage during
the exchange of Jutsu; such as Flamethrower and Gale Style: Laser Circus for Wind, Lightning Beast Running Jutsu, Simulstrike, The 3rd Hokage [Supremacy], and The 6th Hokage [Ruling With A Fist] for Fire, and finally Paper Bomb for Earth. Not all of these
cards are very playable, but cards such as Flamethrower, Laser
Circus, and Simulstrike become negation/removal in a way with this
effect, as well as allowing you to lock out key Ninjas from Battle
next turn, especially if doing do while you are the Blocker.
His playability is
currently contested by Ninjas such as The 3rd Hokage [Fire Shadow] in Fire, The 5th Hokage [Supremacy] in Wind, and
The 1st Hokage [Supremacy] or The 1st Hokage [Leader of the Senju] (For Revitalize decks) in Earth. Although, depending on what we
receive in the following few sets of this Block, he may see some
play, and there is always next Block as well, which he will be legal
for.
Killer
Bee (Version 2) [Strength of the Beasts]
Surprisingly, most all reception was very positive, and there wasn't much derp getting herped. Yet...
I would have figured that
MJM would have wanted to discuss this card, but at the time that we
were choosing which cards we were going to discuss, he chose to take
the mystery box at the time and select the yet to be revealed twelfth
Super Rare card. I can't say that I mind though, as I was one of the
first to comment on how pleased I was with this card when it was
initially previewed.
Recently, due to the size
of the text box for the Super Rare template, effects have had to be a
bit more simple than what you might find on a card with a normal
template. The effect has to be straightforward, but still be worthy
of being attached to a Super Rare card. I think I can easily say that
Killer Bee (Version 2)'s effect is just that. For no cost (more specifically, for 0 chakra to add it to the chain) during the
Exchange of Jutsu, I get to perform and Eight Trigrams Divination Seal Spell Formula on the opposing Head Ninja. Most of the time, if
Bee has any Support Ninjas with him, this spells an Outstanding
Victory, and 1 damage for each of the remaining Back Ninjas on that
opposing Team. The beauty of this effect is not just its offensive
applications, but also its defensive applications as well. You have a
free response every turn, so long as your opponent is using its Head
Ninja to play Jutsu. Of course, your opponent is perfectly capable of
playing around this effect by always having their Back Ninjas being
the users of Jutsu cards, but that means that you are forcing them to
do something in a way they may not optimally want to do so. On the
flip side of this, Bee is practically unable to be chump blocked
(when your opponent simply uses an expendable Ninja in a Team by
itself to Block), as you can simply flip that Ninja to the top of
your opponent's Deck and take 2 Battle Rewards, one of which being
the Ninja you just removed. Don't forget that Squads and
Reinforcements are just outright gone when they are knocked out of
play by Killer Bee. In the case of Tailed Beast Decks, which rely on
rushing in with their Beasts in Teams by themselves, Bee is a wall
that requires two Jutsu just to get around his initial free effect,
not including your own Jutsu in hand. Most important is the fact that his effect Does Not Target, and thus gets around possible swaps of the Head Ninja, or protection effects such as The 5th Kazekage [Wind Shadow] (More about this in a prior article, Musings of the Hermit: An Abrasive Attitude)
Balancing this all out is
the fact that the only legal Killer Bees in format once this set is
legal are: [Da Eighth], [Rondo of Destruction], and [Symbiotic Relationship], all of which have their own Handcost of 1. This means
that you're going to have to pay a total Handcost of 2 over a couple
of turns in order to get (Version 2) into play. Also, he doesn't
actually gain any extra power in his stats, and actually loses his
support value of 2. His effect is also not Valid, which is most
likely for the best, as otherwise, only full removal of some sort
would be able to stop his effect. Regardless, he is a powerful,
simple, straightforward card that is relatively easy to put in play,
as he does not require any specific Killer Bee to meet its Sacrifice
(Unlike the recent Susano'o (Sasuke) and Jugo (State 2) cards).
Expect this card to be one of the chase Super Rares of the set,
sharing that spot in my opinion with Kisame Hoshigaki [Merging], and
perhaps Masked Man [Tailed Beast Control] (discussed next article) simply due to fan boy factor.
The
4th Hokage [True Leader]
Professor Oak's Advice: Logan is Correct.
This card got A Lot of
mixed reviews when it was initially previewed, as well as plenty of
people misunderstanding the way that his effect was applied. With the
recent outright banning of The 4th Hokage [Supremacy] in
Block Format Competitive Play, we were left with only the 3rd grade drawing version of The 4th Hokage [Space Manipulation] from Tournament Pack 4 as a usable 4th
Hokage. Does this version of the 4th Hokage merit play
though? When he is put in play in any way, he pumps all of your
Ninjas (including himself) by +2/+2, as well as adding the benefit of
whenever one of your Teams scores an Outstanding Victory during the
Showdown of that Turn, you get a Battle Reward. The real power of his
effect comes from the fact that he has Flashpoint, which allows you
to remove him from play for the rest of your turn and your opponent's
turn, only for him to come back into play at the start of your next
turn and trigger his effect again. While it seems a bit contradictory
to play a strong Ninja on your Turn 6, only to just as soon remove
him from play again, there can be situations where doing so can give
the rest of your field that persistent boost each of your turns in
order to break through for more Battle Rewards. And of course there
is a very unlikely to work well, but none the less humorous combo
with this card:
Picture this. It is your
Turn 6. You've been keeping your hand full with The Warhawk or
aggressive use of The Sage's effect. You play The Future Hokage and
if it sticks, you prepare for full blown shenanigans. Playing The 4th
Hokage, you boost your field (Possibly after Squading Might Guy and Kakashi Hatake together into a formidable monster of a card that gives you
two Combat Phases), and then Flashpoint away your Hokage. At this
point, The Future Hokage's effect will trigger, allowing you to
search your Deck for any Satoosa Ninja and put it in play, If you
happen to have another 4th Hokage in your Deck still, you
can grab him and you reap another spreading of +2/+2 and an
additional Battle Reward for winning an Outstanding Victory. At this
point, you have the superior numbers on the board, and all you need
do it swing and either take a lot of Battle Rewards, or cripple your
opponent's Ninjas and take a few Battle Rewards. Maximum points for
Flashpointing your second 4th Hokage away to fetch either
a 4th Raikage (Who on his own will always get an
Outstanding Victory unless your opponent responds), or a 3rd Hokage, whom just helps seal your opponent's fate with having a lower
Team Power, as well as giving you the ability to score three Battles
Rewards from his Team winning an Outstanding Victory, which is more
than they would have gotten had the Team gone unopposed.
The bottom line of course
is that this 4th Hokage has a chance to see play from
those who enjoy the character or want to try and make huge Team
Powers, or want to try and exploit the Future Hokage combo.
Otherwise, Ninjas like The 4th Raikage and The 3rd
Hokage just offer so much while they're on the table compared to The
Yellow Flash. While he is usually a fan boy card, a lot more people I
feel are going to be looking for his nemesis, The Masked Man, when it
comes to fan favorite cards.
Tsunade
[Breaking the Seal]
I'm pretty sure David is right, too...
Before I get into this
card, I want to make it clear that I would love to be able to like
every card we get, but there are times when certain cards just do not
cut it. This Tsunade sort of falls into that realm. I want to like
this card, I want to be able to say that it will see play and be a
useful piece for some upcoming Medical style deck that relies on
injuring and healing all over the place. The problem is that she
isn't the engine that a deck of that style needs, especially because
she is Turn 6, and a deck should have its engine going much sooner
than that.
Her effect has two primary
uses. The first is healing your own guys at the expense of injuring
someone else, though this does set up a healing engine that can be
abused with Futaba. The second is that you can heal one of your
opponent's Ninjas in order to knock them out of their current Team.
The problem with her
second use is her wording. “Heal target Ninja. In that case...”
Unlike Shizune from this same set, who does something similar in that
she heals a Ninja and then applies an effect to that Ninja, the
second part of Shizune's effect does not rely on that Ninja actually
healing or not. I can target your Healthy Ninja you just played and
pay a Wind Chakra, and despite that Ninja not being healed since it's
already in Healthy Status, that Ninja still cannot be sent out to
Battle, as the second half of that effect doesn't rely (It doesn't
use 'In that case') on the target Ninja being healed.
Backtracking to her first
application for a moment; yes, she can injure one of your Ninjas for
free and heal that same Ninja, which means she is practically a free
draw with Futaba, though The 5th Hokage [Supremacy] would
actually draw us 2 cards in the same case and for only 1 Chakra.
Had Tsunade's secondary
effect of being able to make Standby one of your opponent's Ninja if
they are the target, regardless of them being healed or not, Tsunade
would have been much more useful. She still requires you to injure 1
Ninja you control for the cost (No, you cannot injure an already
injured Ninja either, you aren't fulfilling the card in that case),
so it would not have disrupted any balance or made her effect too
easily used. Considering cards like The 5th Kazekage who
has a powerful activated effect on top of a shielding continuous
effect, and can be payed for with three different Symbols, Tsunade's
effect is just too restrictive to see play over other Wind Symbol
Turn 6's in the format at this time. Come next rotation, if the power
level of the cards continue to stay toned down, she might find a
place.
Pain
(Deva Path) [Pursuit of Power]
Although he is not a tried
and true Super Rare in the sense that he is going to be much easier
to acquire (He'll cost you ten bucks and you get all the reprinted
Void stuff), he deserves mention, as he does sit on the power level
that a Super Rare should at least try to possess (I'm looking at you,
Tsunade).
With the return of almost
all of Void's lineup that we originally received over Pain of Pain
and Tales of the Gallant Sage, many players are ready to jump back
into the 'World of Pein' and see if they can't make a Pain deck worth
mentioning this time around. The most important returning members of
the crew are Pain (Naraka Path), who helped secure Kevin Perron his win during this year's Gencon Nationals Event by making his opponent
unable to use mission negation against his Clash Mission. The other,
in my opinion, would be Pain (Human Path), who's hand disruption
effect allows you to keep your opponent off of key resources either
temporarily, or permanently if you happen to have a way to negate
Human Path's own effect (Yes, removing the 2 cards from your opponent
hand is the Cost, so negating him will cause his effect of “return
those cards at the end of the turn” from occurring).
What this new version of
Deva Path offers is twofold. Once he's in play your turn marker isn't
too important anymore, so his effect allows you to bat away opposing
Ninjas that get in his way. If your opponent happens to chump block,
you might not even have to move your turn marker down at all (You can
pick 0 for X, which means he'll push a Turn 0 Ninja).
His other effect is a
continuous effect that would make Math Professors like Genre cry out
in protest. Despite the fact that it is a mathematical impossibility,
your Turn Marker is considered to be both Even as well as Odd,
despite what the actual number may be. This is important for effects
such as all of the other Paths of Pain, whom all rely on whether your
Turn Marker is even or odd in order for them to be able to use their
effects. Once Deva Path is in play, all of your other Paths of Pain
see this abomination known as Even and Odd at the same time, and get
to use their effects every turn now, or in the case of Naraka Path or
Asura Path, are just considered to be 'on' all the time. Having both
Naraka Path and Preta Path in play while you have Deva Path as well
will make it extremely difficult for your opponent to do much of
anything, as their Missions and Ninja effects becomes limited, and
you have a reliable free Jutsu negation in Preta Path each turn as
well. Please note that Pain (Animal Path) (Male or Female) is bad and your should not play it.
Currently, of the other
two Deva Path that we have in format, [Yin and Yang] and [Sage's Student], only [Sage's Student] offers any competition for a place in
Void Decks. The draw of [Sage's Student] is that he is usable
outside of strict “Path of Pain” decks, while this Pain is more
centered around helping to abusing the effects of the other Paths.
The style and focus of your Deck will determine which Deva Path you
end up playing.
Double
Lariat
(aka the Chicago Special)
Can you guess which of the above people are good players and which aren't?
The
following is a run on sentence, but I'm only doing this so that I am
speaking on the same grammar level of most people who are treating this card like it is the nuts all amazing:
Hey kids! Who enjoys
sticking two Combat focused Ninjas into a single Team for no reason
other than to get the secondary effect of a Jutsu that your opponent
absolutely Knows you have, and even if you're bluffing, you get blown
out because you're not abusing the fact that the Only Legal Raikage
Always gets an Outstanding Victory so long as he is Battling in a
Team by himself? ... I thought so!
Seriously though, Double
Lariat isn't an absolutely terrible card, but that doesn't mean it's amazing either. It has a
secondary effect that's downside is the fact that you have to team up
two Ninja who should never really be in a Team together because of
the power advantage you have of either keeping one of them separate
(Raikage), or the other being used as an above the curve Head Ninja
(Killer Bee). You are literally proclaiming to your opponent straight out if you Team the two Ninjas together that you intend to use the Jutsu, and a smart opponent is going to easily play around this fact. If the secondary effect had been “If you control a
Killer Bee and A on the Battlefield, discard each other Ninja in the
target's Team.”, this card would have been leaps and bounds more
useful, and certainly would have seen near mandatory play in any Deck
that had both Killer Bee and A in it. Otherwise, it's a Sand Coffin /
Deadly Combination Attack / Wind Style: Rasen Shuriken with two
viable users rather than the respective one that each of the
aforementioned Jutsu had (Technically two for Deadly Combination
Attack, but the only really used variation of the user was both of
them on the same card).
This all just makes the
card average. Lariat is still usable, which doesn't give you a
Battle Reward, but injures an opposing Ninja, discards an opposing
Ninja through 2 damage, and draws you 2 cards for the same price off
of the same users.
Before I move onto the
next card, and as much as I hate dissecting little things about
cards, I should at least address one more thing
about this card that pertains to the above comments.Double Lariat possesses the text “While this Jutsu is on the
chain, it cannot be the target of your opponent's Jutsu cards.” A lot of people don't actually understand what that means, so I guess I will explain it. Wait a second, this means...
Research
Tour: The Art of Targeting Jutsu cards (Or Not Targeting Jutsu cards,
for that matter)
First of all, its a good
thing that Jutsu are not Jutsu cards on the chain anymore, so the
effect is actually completely useless. (That Sentence Is False)
Rather, a lot of people
read that as “Oh, this Jutsu can't be negated, sweet deal!” Not
quite. This effect is shared by Gale Style: Laser Circus (If X is
three or more), in that it cannot be the target of your opponent's
Jutsu cards, but by no means does that give it the vaunted “Cannot
be negated” that Reverse Tetragram Sealing Jutsu, or Flamethrower
have. A card only targets another card if it specifically uses the
word “target”. There are no implications, there are no “obvious
targeting”, a card that does something without targeting will get
around any targeting restrictions.
These would be useless:
... to negate Double
Lariat, since you cannot actually even target the Jutsu (Playing a
Jutsu that targets a card that already possesses 'cannot be targeted
by Jutsu cards' doesn't cause an “Oh well, you messed up”
situation, rather the game sees an impossible action and rewinds, the
same goes for any similar situation with untargetable cards).
These would work:
- The 'Negate 1 Jutsu card with 2 or more specific Symbols being used by 1 Ninja opposing the user' option of Art of the Raging Lion's Mane
- Mystic Fog Prison's secondary effect from your opponent having three or more Chakra
- Unorthodox Weaponry's effect from discarding a Mission card
- Kakashi Hatake [Legendary Ability]'s triggered effect from playing a Jutsu
... since they do not
actually target the Jutsu in any way, and instead allow you to apply
an effect to whatever might by there to legally select. This applies
to all variations as well, so a Ninja that can't be the target of
another Ninja effect for example, isn't saved from any effect that
doesn't specifically state that it is targeting that Ninja.
And now back to our
regularly scheduled Super Rare review...
Summoning
Jutsu: Reanimation
So seriously, where is the
2nd Hokage on the list of Requirements? I asked Tylar
Allinder about it, and he had this to say:
Shino'sDad:
Tylar, why didn't Summoning Jutsu: Reanimation have Requirements:
2nd Hokage? By that point in the story, we were aware that he was the
one to originally develop the technique.
Tylar:
We know that he was the technique's original creator, but it was
said that he very quickly labeled it as a Forbidden Jutsu and
abandoned it, never actually having mastered the Jutsu himself.
Shino'sDad:
So the Reanimation Jutsu that we know is probably nothing like The
2nd Hokage's original Jutsu, and is more like the
specially modified and perfected version that Orochimaru first used?
Tylar:
Even if it was, I don't think The 2nd Hokage would use the
Jutsu anyways. He abandoned it for a reason, after all.
Shino'sDad:
Thanks for taking the time to answer those questions.
So there you have it,
“This is a bad guy Jutsu” pretty much is a workable way of
explaining it when you get down to it.
Similar to every other
Super Rare Jutsu in this set, the user pool is somewhat limited.
Currently, we have Kabuto Yakushi [Right Hand of the Snake], and
Orochimaru in his [White Snake], [Snakebind], [Hidden Assault], and
[Master of Every Jutsu] incarnations. Not to mention, we have the wonderfully powerful Kabuto Yakushi [Intellectual Pursuit], from this set (Find out what he does in our previous article, Information Extraction: Super Card List Tracker), who is amazing on his own, but now nets your an extra Ninja with this Jutsu during the EoJ as well.
The pool of users isn't
really that much a problem. This card was designed more towards the
late game anyways, or at least that would be the ideal time to play
this card. Even though you have the option to return the same Ninja
you ended up discarding, you could just as well pick anything in
either Discard Pile. Did your opponent end up using a Kage early
game as a Handcost? Well, they're most likely in the Discard Pile by
now, and soon to be on your side of the field. The aforementioned
scenario is just as applicable to your own side of the game, as that
early Handcosted Kage is still useful later in the game.
Unfortunately, more often
than not, removal Jutsu will always be compared to Fire Style: Dragon Flame Jutsu, just as most Missions will be compared to The Warhawk.
Fire was very fortunate with those two cards, and no other element
has really received something to match that power level. That doesn't
mean that these Jutsu like Double Lariat or Summoning Jutsu:
Reanimation are throw aways, considering that they're not even the
same element. Still, that push more towards later in the game that
started with making the line of powerful Jutsu in Set 26 all require
Turn 3 or higher continues with user specific Jutsu in this set. As
much as I hate saying “We'll see what happened after the next
rotation”, unless some of those remaining cards are pushed onto the
Rogue List, the remnants of those power effects from last Block are
going to dictate the playability of newer cards that, while strong,
are just outclassed for the time being.
MJM will be reviewing the last seven Super Rares this Friday, so be sure to check back then as well.
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