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Block wind/fire.... (Non set 26 update)
I havent had much luck building decks recently, so I figured I would put them on here and get feed back on them to see where my assumptions are lacking....
Deck then explanation....
Ninjas (by turn)
X2
X3
X3
X2
X3
X2
X2
X3
X2
X3
X2
X1
X1
X1
Jutsu (no particular order)
X3
X2
X2
X2
X3
X2
Missions (turn order)
X3
X2
X1
30 Ninjas
14 Jutsus
6 Missions
No sideboard till i get the deck set in stone.....
So the idea behind this is to drop on zero and start swinging big to either get brs or start injuring. A turn 1 helps heal , can give me a heads up on the opponents battle plan and might get rid of a jutsu in the process, and is just another big guy to start swinging with to build up counters.
Turn two is where the deck get a little rough.... the only actual turn two ninja is a 3 of .... but dropping her is only important if I do not have out. (and is a plus if I do have her out) The main goal is to have at least 1 ninja out that can heal and/or .
Turn 3 is when torune should be hitting.... By this time is either a big player or completely irrelevant. If the former is true sets up phase 2 of the plan. If the later, then is what I need to reboot stage one. The would not be unwelcome to drop on 3, but most of the stuff I want to look for wont hit the table untill turn 5....
Turn 4 starts phase 2 by bringing to the table. He will injure something that can bring back into the game or take pressure off 's team as well as remove another ninja from its team to the same effect. is here as a retrieval guy. If I had to play one of the , , or and need one of them back, or want another hit from , or even if I want to crack off early.
Turn 5 has in the slot, but its really free turn in the sense that I might need to play another or healer, hit with another or hit with if I missed him.... is there to keep pesky effects from ruining my day as much as she can, but I also have for that....
Turn 6 is phase 3! Either Kage is a welcome sight though is what the deck was built around. If I have , start ditching cards from the discard pile to take out injured ninjas. If I have , then start injuring and heal when I can.
The jutsu structure is mostly heal, but , , and really help to over come what , , , and cannot. is there to retrigger or trigger at will and get an opposing ninja off the field.
is in there as a wild card. I either get closer to 10 brs or injure a ninja.... is a beast if I am in the right situation, but its in there to help mitigate missed healing opportunities.... Mix that with to heal and / to keep my opponent in check....
Like most of my decks, it looks good (to me) on paper, but when I shuffle it up, it just dosent come together.... The biggest problem right now is chakra generation....
Any suggestions? or should I just scrap it and go back to the drawing board? (The entire deck will change once I get a hold of some set 26)
TLDR: ,,,,/....
Support with , and ....
EDIT: Dropped the T3 Sakura and the Crow Clones to add 2 more T2 sakuras and 3 Floating missions.... I think that this makes the deck a little more structurally sound....
Last edited by beank : 08-21-2012 at 08:29 AM.
Reason: Changing sentence tence and re-read tobi....
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