Archive for the ‘NARUTO’ category

An Impromptu Combo: Shikamaru Nara (N-138) and Rock Lee (N-139)

Huzzah! An article about NARUTO posted on November 10th, 2010 by

Shikamaru Nara (N-138) and Rock Lee (N-139) are sequential cards, and might be thought of as a shinobi combo. Of course, they aren’t a combo in the most literal sense, but the two cards compliment each other. Even though Shikamaru is considered to be rare, both of these cards are from the Revenge and Rebirth set and are relatively common. Therefore, they could probably be had rather easily as part of a good trade.

Shikamaru’s “IQ of 200 or Higher” ability is particularly suited for his character. After discarding two cards from one’s hand, Shikamaru’s team engages in a mind battle with the opposition. While many players have criticized this aspect of Nara, giving up two cards to maintain field control really isn’t that bad of a sacrifice. Just because a card is old doesn’t make it automatically inferior.

Rock Lee, who interestingly looks to be wearing a bed robe, is put into injured status while another card is drawn. This can sometimes make up for the fact that two cards were lost with the previous Shikamaru attack. Though it’s not always advisable to do, the pair can certainly work together as part of an impromptu to save face and field position in several scenarios.

Of course, these tactics won’t work all the time. When working with cards that have been around a long time, it’s best to evaluate your opposition. Then again, some people may have forgotten about certain tactics, and therefore might be susceptible to them. Also, be on the look out for cards that may interface well with the cards of today.

While both Nara and Lee were from the same set in this example, one could very well pair modern and antiquated cards together in combos that haven’t yet been employed. Make sure, though, not to confine the idea of combo only to true combos. Some ninja work well alongside others, for instance.

An Entire Army of Sasuke Uchiha

Huzzah! An article about NARUTO posted on November 4th, 2010 by

Sasuke Uchiha has always been one of the most popular shinobi in the game, so it makes sense to cover Sasuke Uchiha (Student) (N-727), Sasuke Uchiha (Childhood) (N-795) and a regular variant such as the Sasuke Uchiha (N-589) starter exclusive. Since each of these cards technically have different names, you can include three of them each in a deck for a sort of combo based on a single Shinobi. That means that under most rules, a deck could have nine copies of Naruto’s brooding rival.

This sort of thing isn’t a combo in the traditional sense of the word, but it can be used to set up many different types of other combinations by having the right cards on hand to pair up with the extras. For instance, one might want to start with setting up a growth platform for the childhood variant while one of the older Sasuke cards may make use of its Sharigan Eye talents.

The uses for this kind of a tactic are really limited only by one’s imagination. For instance, one might see it fit to have an entire section of the Sasuke militia set to grow while another entire section attacks with the abovementioned Sharigan. Then, once the other set is done growing, they can switch places. This is also quite useful if there are incapacitated ninja in play, considering they could be replaced rather quickly with an identical or extremely similar card. If a different combo relies on a specific attribute, this might be a very important consideration.

Naruto CCG regulations are always changing, so please don’t hesitate to comment if something looks out of place. For instance, I’ve still seen a few players try some Ghost Panic combinations that are currently disallowed. That being said, if you have some new ideas to share, don’t be shy either!

Rock Lee and Primary Lotus (J-086): They were Made for Each Other

Huzzah! An article about NARUTO posted on October 24th, 2010 by

The Naruto combo of Rock Lee and the Primary Lotus (J-086) jutsu is one of the most popular, but equally one of the most flexible. Some of this comes from the fact that like many shinobi specific jutstu combos, Primary Lotus can be adapted to many different versions of the prerequisite ninja card. By using a form of Rock Lee that was developed much later than the original jutsu was, a lot of interesting attacks can be developed.

The Primary Lotus is certainly a way to instantly do away with strong competition. As a card that is reliant on a ninja blade coin flip, the Primary Lotus has a very good chance of success. This success is based on chance, and therefore has little to do with the target’s statistics.

I like to pair the Primary Lotus with the Rock Lee (N-557) card. This Chunin level incarnation has good growth potential, and the 4/0 4/2 defined stats aren’t that bad. As with most incarnations of Rock Lee, N-557 is a very good card to launch a variety of Taijutsu attacks out of. Therefore, it can give players a lot of service even after the combo has already been played out.

As with most shinobi-specific combos, it’s nice to have a deck stacked with the maximum number of duplicates. If there is any intention at all to use this combo move more than once, that kind of play is a necessity. This makes it especially useful for full Lightning type decks.

The growing popularity of the Lighting stat is probably going to lead to a resurgence in this combo in some circles of play. For more varied decks, it might be used as a great finisher for difficult targets that other cards haven’t been effective against. I usually recommend having some of the combo cards to be sectioned off in a sideboard. However, with the Rock Lee/Primary Lotus, this might not be necessary. It really is flexible.

Dreadful Scars (M-060), The Nine-Tailed Fox Spirit (Disaster) (N-650) and After the Battle (M-021): A Deadly Combo…For Both Sides!

Huzzah! An article about NARUTO posted on October 21st, 2010 by

Dreadful Scars (M-060), The Nine-Tailed Fox Spirit (Disaster) (N-650) and After the Battle (M-021) used to be a relatively common combo in the Naruto collectible card game. There are several interesting aspects in regards the combo, not the least of which is the humorous artwork of After the Battle as opposed to the rather creepy fare on the other two.

Dreadful Scars deploys all Ninja in injured status. A player better know what they are doing before proceeding with this combo. After all, that right there should serve as a strong warning. Rank beginners usually shouldn’t mess with this sort of a plan.

Once Dreadful Scars has done its job, The Nine-Tailed Fox Spirit comes in and works his magic. This card is rather unique in the way that it handles the concept of ‘Evil Chakra.’ The Chakra coins placed on this card can only be removed by the passage of turns; other methods have no effects. This probably represents Naruto Uzumaki’s inability to control the Nine-Tailed Fox demon’s throughout much of the storyline.

This combo in and of itself should have been quite destructive. In fact, taking these actions probably did quite a bit of damage to your own forces. The damage from Dreadful Scars alone should be a major problem, let alone anything that your opponent did manage to pull off. Therefore, After the Battle is employed to heal all of your injured Ninja cards.

For that matter, Dreadful Scars and After the Battle could be used as a combo on their own. Of course, there are so many possibilities to quickly kill off your own shinobi that again caution is warned. Some players have also proposed using one of these combinations with a set of chaff cards. Lay out a few ninja that can take a lot of damage, and use them as a shield while the other cards are in play.

Here Comes Second Test Proctor Anko Mitarashi and Gato Transport: Yesterday’s Naruto Combo Works Just As Well Today

Huzzah! An article about NARUTO posted on October 14th, 2010 by

Here Comes Second Test Proctor Anko Mitarashi (M-070) and Gato Transport (M-013) is an interesting combo of mission cards to play. Recently, I’ve been writing quite a bit about new releases in the world of Naruto. Of course, cards in a combo don’t need to be new to be good. After all, if that were true, then why would there even be a need for the Trading Card Escrow system? Sometimes, classic cards acquired through a trade are actually much better than the fare that comes out today.

These are some of the earliest, but that doesn’t necessarily make them difficult to find. In fact, Gato Transport still garners a common rating. Speaking of ratings, if there is a category for the most peculiar and drawn out name, M-070 certainly deserves it!

Since both cards manipulate deck structures, they can really wreak havoc on your opponent as a combo. Here Comes Second Test Proctor Anko Mitarashi causes both players to charge the cards that they have in their hands to the Chakra area before drawing cards into their hand. Cards that are readied by your opponent for play are quickly taken out of commission.

Gato Transport causes both players to discard a card of their choice that was in the Chakra area, whenever they send out a Team to Battle. If you plan this right, you shouldn’t need to worry about the cards you’re disposing of. Of course, your opponent won’t be so blessed with planning.

Now, remember how you played M-070 previously? Your opponent’s Chakra area should be filled up, and now cards are going to be discarded out of it. This cycle could end up going for a long time, until several important cards are totally rendered useless. However, a player implementing this strategy needs to be careful to make sure they aren’t ultimately attacking themselves.

Set 19: The Path of Pain is set to Become Tournament Legal

Huzzah! An article about NARUTO, News posted on October 13th, 2010 by

Many people want to know when different cards and sets will become legal, including the upcoming Path of Pain Set 19. While Bandai tries to be fairly vocal about when different decks are released and ultimately become cleared for tournament play, there is still some occasional confusion. Of course, no one wants to end up bringing an unapproved deck to serious play. After all, even many local tournaments are sticklers about keeping these regulations.

They really should be. While it seems like an unnecessary formality, this prevents players from unfairly acquiring cards and unleashing them on other players who do not possess an appropriate defense. In many cases, it’s impossible for them to mount one without first acquiring other cards from new series that are explicitly designed for this sort of defense. The Path of Pain Set 19 is set to come out on November 5th, and will become legal as of November 26th, 2010. Cards from the Path of Pain shouldn’t be employed in serious play prior to that date.

Granted, for one’s own purposes, it might be interesting to play a bit of a pick up game where one player uses Path of Pain cards, and another doesn’t. The player not using them may very well be able to develop a tighter defense by carefully employing regular cards they already possessed.

November is set to see a number of sets go legal. Most importantly, the following will be considered legal for sanctioned play in the upcoming month: Naruto Uzumaki (Clone) (PR-054), Sasuke Uchiha (PR-055), Kakashi Hatake (PR-056), Itachi Uchiha (PR-058) and Jiraiya (PR-059). Generally, any card is considered legal for sanctioned play when three weeks have passed after the release. However, reprint cards from previous releases are considered to be legal for tournament play as soon as they hit the market. After all, these reprinted cards are technically not new releases.

Naruto Rule Changes came with Series 17: Will of Fire

Huzzah! An article about NARUTO posted on October 11th, 2010 by

As I’ve been covering for some time now, Bandai continues to introduce new cards to the market. These premieres have been shaking things up as always, but I sometimes wonder if some players don’t take well to the changes. That’s why I wanted to bring up the rule changes that were made official with the introduction of Series 17. I was certainly in favor of the rules, but I’m curious as to how many resisted the change over.

First of all, Bandai allowed any combination of Ninja, Jutsu, Client or Mission cards that a player wished for. This really lends itself well to several interesting types of deck building. For instance, the post that Bandai described the changes in used the example of a deck with 50 Ninja cards in it. Of course, this seems absurd, but that would be interesting to play with.

Actually, there might be some merit to that. I’ve never given it a try, so I really can’t say, but there are surely countless varieties of decks that simply haven’t been explored yet. That thought brings us to the second rule change. This allows players to have as many Clients in play as the wish, provided that the uniqueness rules for Ninja and Client cards are observed.

This rule change is quite sweeping, but I feel a lot of players will probably find it liberating. If anything, it certainly makes the game more exciting. When you consider the fact that players can have a deck with more than 30 Ninja cards in it while they can throw out countless clients at the same time, you’ll probably realize that there are a few aspects of your deck that need to be ironed out. Or, better yet, you can play with a new strategy that the old rules forbade!

Fangs of Pain (J-770): A Jutsu for the Chimera

Huzzah! An article about NARUTO posted on October 10th, 2010 by

As I had mentioned last time, the Giant Chimera (N-1002) is part of a two-card set that is about to come out in November. The Fangs of Pain (J-770) matches perfectly with Giant Chimera, and bodes quite well for future collectors of the Path of Pain series of cards. Like many of the cards that I’ve really been excited about, I really have to say something about the art. It’s actually quite menacing, but I’m always one who’s biased towards animal characters in general.

That being said, I hope it doesn’t appear as though my excitement is misplaced. The Fangs of Pain manipulates the turn marker, and moves a card from the bottom of one’s deck to their hand. The card requires a Rinnegan attributed animal. Since this clearly marks it for use with the abovementioned Giant Chimera, it seems likely that the card can be used as part of a rapid deployment technique.

Fangs of Pain

The Great Chimera itself has such a low entry cost that exploitation of the creature is already no problem. Add to this the fact that a player’s hand gets larger by using the Fangs of Pain jutsu, and you have a rapidly escalated military force for an opponent to contend with. It seems quite possible to overwhelm a smaller opponent with such a maneuver. Likewise, a larger opponent who is causing trouble to your team might be taken down a notch by reinforcements.

With both an influx of the chimera cards and cards from the bottom of the deck, most types of combat will end up being covered. Something like this should form a strong line. However, as we have yet to see all of the weaknesses of such a tactic with this jutsu, it may be best to use a side deck fit with cards for experimentation. That way, you won’t be throwing experimental tactics into a difficult game. Of course, a game that otherwise could have been a loss might be turned around by an untried method.

Giant Chimera (N-1002): They Keep Pumping Out the Animal Ninja

Huzzah! An article about NARUTO posted on October 5th, 2010 by

The new Giant Chimera (N-1002) announcement was a great thing for the Naruto Collectible Card Game, in my opinion. As a reader who’s really liked the Pain plotline, I’m very happy to see that Bandai has started to release a series of Jutsu and Shinobi centered on it. As I’ve said before, the animal ninja have a great following in their own right, so it’s nice to see that Bandai also hasn’t forgotten this rabid (no pun intended) part of the fan base. Of course, the Path of Pain Series 19 won’t be released until November 5th, but until then, it might be an interesting exercise to speculate about how these cards might be used.

As a Rinnegan attributed animal shinobi, the Giant Chimera will probably be paired with The Fangs of Pain (J-770) card that will also be released alongside of it. However, that’s not to say it’s worthless of its own right. While that certainly looks like a sort of pseudo-growth method to be used with the card, the very fact that this animal has no entrance cost means that it can be played right away. Already, I’m imagining that some people are going to try to collect it to quickly summon tripled-up armies of Giant Chimera cards. It shouldn’t be too difficult without an entrance cost.

The Pain Spawn attribute, which allows a coin to symbolize a Chimera ninja to be placed in play when the team is defeated, is very useful. I can rather see this growing to become a sort of Heracles versus the Hydra situation. Just as two heads grew in the place of one being sliced off, so too will more shinobi grow as one is defeated. That sounds as though it’s a recipe for danger when put into the right hands. If nothing more, it can lead to some interesting deck building.

Three-Cornered Deadlock (M-193): A Showdown of Beasts

Huzzah! An article about NARUTO posted on October 5th, 2010 by

Yet another classic of the Naruto Dream Legacy series, the Three-Cornered Deadlock (M-193) is probably one of the better mission cards that are regularly available. It ties in well with a player of Manda, since the card specifically requests for a toad, snake or slug. For that reason, it also can work quite well with someone who regularly plays any of the variants of Jiraiya’s Toads.

In fact, an interesting army can be built up around Jirayia, Orochimaru and Naruto. Since two of them use Toads, and one uses serpents, the Three-Cornered Deadlock card can be specifically tailored to a variety of opponents. With the clever use of a side deck in this scenario, you could match out different aspects of the ninja animals to whatever sort of resistance you’re facing.


That flexibility makes the card so useful. The fact that the opponent draws a card as well might at first seem like a disadvantage. However, there are several ways that this can actually be an advantage. If you keep a tighter defense with a stronger animal, you can have the drawn card quickly routed. Otherwise, if your opponent does play a considerably more powerful card, you’ve already forced them to play their ace. Finally, there is the change that the two animals are locked into a deadlock, as the name suggests, and it ties up their own offense.

If you pull of any of these methods correctly, you’re creating a hole that your opponent will find difficult to fill. It’s similar to creating a roadblock that should halt his or her progress. Of course, this is worthless unless you’re able to capitalize on it and further smash their ability to make gains. Perhaps by having additional animal cards to use after the deadlock has been played could be useful for doing just that.