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World of What
Decided to make a 5-color deck featuring duel-elemented cards for the sake of the world cards. Now I know what you're thinking, "But isn't that just a 9PD deck with the missions gutted?" Why no, it isn't. The biggest difference between a 9PD deck and this deck (other than the near lack of 9PD) is the lack of Senjutsu to get around costs. The jutsu in this deck are vanilla so they don't require too much work to get out. You'll also notice that 2 worlds have been removed from the list despite having ninja that would support their theme. There just isn't a way for "Taking Over the World" or "Void World" to fit in this deck without a huge sacrifice being paid. I tried to avoid Void and Akatsuki altogether, but cards like Tobi make this deck work better. This deck is nothing more than a deck to mess around with while teaching people about handcosts, mission effects, element restrictions, jutsu costs, and skillful play. The only tournament legal deck I have on hand is a mill deck, and it's easy to sense the frustration from somebody who just started and doesn't have a deck after turn 3. I had about 10 minutes to build, so I got this together and did a run to teach somebody. It didn't fail too hard, which was nice.
Missions: 12 (Most important so this came first) 2x World of Fire - This card drags any Hina/Book out to play since it's not safe to have out for more than 1 turn. 1x World of Earth - While there are plenty of Earth ninja with growth, this card's effect is severely underwhelming. Good pull for the Naruto/Yamato squad though. 2x World of Lightning - +1/+1s on the table to pull-up team strength and the possibility of having a nice push for BRs. 2x World of Wind - Probably the most key World to this deck. Draw/BR setup and the ability to force 2 Rewards. Easy to hit with Naruto, Hotaru, and growth. 1x World of Water - +1 chakra? Why not? 1x Warhawk - This mission is more dangerous than usual to run, but should set you up for success considering you have Sai and the 1st. 1x Mount Myoboku - Don't judge me. Put Earth on everything, squad into Naruto/Yamato, and put whatever two missions you want into play. You can put Fire on everything and get ready to force your opponent to step up their game before they lose their deck. This card combos so well with everything. 2x Rinne Rebirth - This brings this deck to new levels. Putting all those ninja into play at once floods coins onto the worlds, which you can then use to mill half their deck, get a BR for every victory, make a team unblockable, discard chakra, and knock your opponent's hand down. Ninja: 32 T0: 11 2x Gama - 4/0 with two solid elements. Okay. 3x Hotaru - 3/0, possible draw+growth. 2x Kisuke - 3/0 with Undying and two elements. Basically worth two ninja in the eyes of a World. 2x Doki - 3/0 that essentially eats chakra. 2x Idate - Sad stats, but he jumps into play off of Gama or Kisuke for two ninja in 1 turn. T1: 5 2x Tobi - Unfortunately he's necessary to keep the pace up on those worlds. You can use him to take a hit too, since he's useless after PiP. 2x Ink Fish - A T1 staple that can jump into play. Unfortunately mono-L. 1x Karin - Ambush+water with a healing effect. Keeps you moving forward. T2: 4 2x KNS - STAPLE (((2x Gaara (Suit) - Gives draws and has nice T2 stats. T3: 6 2x Naruto [Emerging Beast] - This one ninja, without growth, will provide 2 coins to WoWind and up to 6 coins to WoL. Not to mention he's shifting stuff to chakra for you. 2x Anko - Water/Lightning with draw capabilities. 'Nough said. 2x Sai - Keeps those BRs off the field. T4: 3 (The tech turn) 1x Shizune - Wind/Earth that stifles drops. Be careful around Lightning decks. 1x Sasuke [IA] - I really thought about OV, but this generates stuff for Yamato and Reanimation. T5: 2 (Another tech turn) 1x Yamato [Planning] - He snatches Pumps and Reanimations back from the discard pile. Useful if you're looking at a long fight. 1x Deidara [Fiery Wrath] - If you've got presence but your opponent's somehow got you locked down, then use him to bounce around a little. T6: 2 2x 1st Hokage [Supremacy] - Battle rewards to hand, and discard back in deck. The second effect is the key effect. Getting to sit on your opponent with ninja covered in +1 coins and getting to build up all those coins again is fantastic. Jutsu: 6 1x Hydropump 1x Tsuchi 3x Reanimation 1x 9PD Ninja elements: 51 Earth: 9 (2 with growth) Fire: 8 (2 Undying) Lightning: 16 (14 with growth, 4 PiPs, 2 Undying) Water: 10 (3 with growth) Wind: 8 (7 with growth) Edit: Added Rinne Rebirth. It's soooo nice. Last edited by Zunee27 : 06-08-2012 at 03:28 AM. |
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