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card review Sakura Haruno: Budget Support that Withstands the Test of Value
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Card Review
Sakura Haruno: click to enlarge
Sakura Haruno

Card text:
Leaf / Genin / Female / Mental Power: 3

[Determination]
You can injure this Ninja during the Exchange of Jutsu to give it +2/+2 during this turn.
  • Card Number: COSN-069
  • Rarity: Uncommon
  • Card Type: Ninja
  • Symbol: Wind
  • Entrance Cost: 0
  • Hand Cost: 0
  • Combat Attribute: Weapon
  • Healthy Stats: 0/1
  • Injured Stats: 0/0
Sakura Haruno
Budget Support that Withstands the Test of Value

written by treima 

General description:
Ah, Sakura. She has taken many forms so far in this game, from a crappy vanilla 0/1 that is worthless for anything but Mental Power to the useful and versatile Kunoichi Pride that allows you to accelerate your card drawing capabilities. This card is somewhere between the two in terms of quality, but probably edges out Pride (and definitely Love Conquers Ninjutsu) in terms of value because of its rarity (an uncommon compared to a rare).

Uses:
This card has a pretty straightforward effect; you injure it to give her a "Kunai" effect. As a 0/1 with Entrance Cost 1, this card does not start off pretty if you compare it to similar turn 1 cards: Shikamaru (Smarty Pants), Temari (Wind Charmer), etc. beat her at the pure stats game until she hurts herself (what a masochist!). Lucky thing is, even after she is injured she remains a 0/1, as opposed to the others who are both 0/0s.

Strategies and game play:
This card is good for backing up teams that are strong but not as strong as an opponent's team. One support on turn 1 is not bad, but three is amazing. This card is not all sunshine and roses, however, as the effect can be negated via Escape Jutsu (however out of favor this card may have fallen within the tourney environment, I have no idea).

Combos with other cards:
An easy card to match this with is Third Hokage (Village Governor). With that you essentially have a "credit card" (buy now, pay later) Kunai effect each turn. Also effective is Sakura's Decision. Although this card takes the effect off, the card's stats are the same when injured, so you aren't really losing anything and you're drawing 3 cards.

Ways to counteract it:
The obvious cards are Escape Jutsu and Earth Style: Headhunter Jutsu. These cards either negate her effect or negate her effect's relevant impact on the game. A well-timed Smoke Pellet can ruin her effect as well.

Strengths/Pros:
-Mental Power 3
-Three support on turn 1
-Jutsuless increase
-Does not lose power when injured

Weaknesses/Cons:
-0/1 on turn 1 is not very strong
-Can be Escaped
-Overshadowed by Temari (Violent Temper)

Artwork and aesthetics:
The artwork to this card is good, but a little lacking. It shows her with her back almost to the viewer, which is never good, but indicative of her drive in the scene this card shows as she prepares to face off against the Sound Genin alone to protect her teammates from the assassins. Determination indeed.

Overall rating:
8/10. A solid card.

 


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Author Message
spongebob8215 



Subject:    Posted: December 24, 2006 12:59 am Reply with quote  Report content icon

Wow, great job! I gave your review a 5!
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temariankofreak 



Subject:    Posted: June 3, 2007 12:42 am Reply with quote  Report content icon

i dis agree with the whole being shadowed by temari VT... although i dunt like to admit it, sakura is the better choice, 3 support for 1 turn is worse than the sweet discarding effect of VTs, true. but mental power dose count for alot in this game, and 3 mental power on turn 1 is the best wind has to offer. temari is a decent card, but if u have sakura, use her intead of VT and watch ur opponent decide wether to atk or not when u got sakura healthy as a back ninja XD
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