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  #1  
Old 11-22-2012, 05:35 PM
fatdunk fatdunk is offline
Jonin
 
Join Date: Dec 2009
Posts: 494
ways to stop effect of N1083?

How I negate or stop the eff of manda(N1083)???
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  #2  
Old 11-23-2012, 07:00 AM
maseky maseky is online now
Jonin
 
Join Date: Nov 2009
Posts: 423
Quote:
Originally Posted by fatdunk View Post
How I negate or stop the eff of manda(N1083)???
hinata that negates, effectes, shikamaru that neagtes effects
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  #3  
Old 11-23-2012, 07:01 AM
maseky maseky is online now
Jonin
 
Join Date: Nov 2009
Posts: 423
try ewinning before manda come in to play ,. on turn 2 pilli jajajjajaja
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  #4  
Old 11-23-2012, 07:07 AM
maseky maseky is online now
Jonin
 
Join Date: Nov 2009
Posts: 423
QUOTE=fatdunk;1339863]How I negate or stop the eff of manda(N1083)???[/quote]

stop crying on turn 1 u have 12 mental power,.
turn 0 shikamaru
turn 1 sakura and shikamarus mom
and u said mental is not op
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  #5  
Old 11-23-2012, 09:37 PM
MasterOfTheEnd MasterOfTheEnd is offline
Genin
 
Join Date: Nov 2012
Posts: 67
Best way to stop the Manda is not to negate the effect, but to force it to be used. Harusame does the trick quite nicely.
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  #6  
Old 11-24-2012, 03:20 AM
maseky maseky is online now
Jonin
 
Join Date: Nov 2009
Posts: 423
Quote:
Originally Posted by MasterOfTheEnd View Post
Best way to stop the Manda is not to negate the effect, but to force it to be used. Harusame does the trick quite nicely.
Harusame is turn 4! Is too late, when manda was on the field 2 turn before
And manda can negate harusame effect,n am telling u the best way iis the hinata
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  #7  
Old 11-25-2012, 12:44 AM
MasterOfTheEnd MasterOfTheEnd is offline
Genin
 
Join Date: Nov 2012
Posts: 67
Remind me how Manda is on the field 2 turns before. Harusame forces it to remove itself from the field, that's the point.
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  #8  
Old 11-25-2012, 11:05 AM
fatdunk fatdunk is offline
Jonin
 
Join Date: Dec 2009
Posts: 494
Quote:
Originally Posted by MasterOfTheEnd View Post
Remind me how Manda is on the field 2 turns before. Harusame forces it to remove itself from the field, that's the point.
But manda return in the next tuxn and you lose 1 ninja.
Remeber the animal decka have a enma and the prince client, this deck put 3 nina per turn
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  #9  
Old 11-25-2012, 05:34 PM
MasterOfTheEnd MasterOfTheEnd is offline
Genin
 
Join Date: Nov 2012
Posts: 67
The point of Harusame is to prevent THEm from deploying any OTHER Ninjas. Your other cards besides Harusame should be making an impact on their field as well. For them to take a spot in their deck for it, they would need other spots to support it, else it's just sitting in their hand till the 7 drop, and we're talking about the 4 drop. Remind me what spams a Ninja 3+ turns ahead of the marker, if you wouldn't mind. I'm talking about the 4 drop. Enma states to deploy, and Hikaru has the effect text that it has to follow the marker. By Turn 7, you should have a solution to it. Summoning Jutsu is banned, so unless you can send me a Water/Void list that both bumps up the marker AND pulls Manda consistently, just relax...

Last edited by MasterOfTheEnd : 11-25-2012 at 05:39 PM.
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  #10  
Old 11-26-2012, 01:05 PM
maseky maseky is online now
Jonin
 
Join Date: Nov 2009
Posts: 423
Jajaja ok boy i will tell u my deck, turn 0 i deploy any ninja turn 1
Kushina client , 4 time faster. , manda, turn 2 deploy any ninja, then the cllient effect any animal and so on the other 4 time faster, biscuit etc......
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