Quote:
Originally Posted by Genre
Dome is more than just chakra control... it gets you previous chakra or other things in your discard pile; and since Unlimited is filled with AMBUSH, that's good. Earth Dome merely baits out a jutsu if your opponent has it, so if you play it (before it resolves) your opp can chain with a jutsu.. however, if they don't have one you can continue to loop Earth Domes and keep them at low chakra until t5 when you can play Kisame TP2 (or something else) lol...
Joy is good against decks that rely on big hands as it disrupts their combo and helps you, especially if you go the no-hand route. Stolen Bodies is good, but probably unnecessary. I'm trying to think of what Water's mission lineup would be because they have good missions but not a lot of +'s, which is why Leech would be good as it builds your "theoretical hand" if you play a lot of ambush and AMBUSHable jutsu like striking shadow snake and chidori...
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As for no hand, I'm thinking perhaps not. It's too easily disruptable, if they seal or steal my Chakra. I like drain such as Threat, but I want to keep some Mastery options available, like Sonic Attack, which seals their fate come turn 4. Water is much more than simply a group of no hand spammers. I like running plenty of search cards too, and with my balance, it seems to work perfectly for me overall. Any advice for Mastery decks? What elements run best?