Originally Posted by /)_-
its me again just need some help with my thought processing for this game if you guys wouldn't mind.
1. where do you start with your deck and how do you plan for your deck?
2. whats your common thought process when you're building your deck?
3. should all of my decks go by 30/10/10 ratios?
1/2. What cards and combos can I use to completely cripple my opponent? This can be field control, rush, hand control, any premise you want to fulfill. A deck that has a little bit of everything, but not enough of anything significant won't make waves at all. You want cards (that are playable) that support a coherent idea or support it on the periphery. You don't want to play Ink Fish in a deck that doesn't plan on rushing or in one that doesn't build much chakra. Next, you need a draw engine. If you have good mental you can use Ino CH. You can use The Sage + Nice Guy Pose + Cloud Council + S25 Lee if you have to. Fire has it easy with Warhawk, Guidance, and Awakening, but you need some way to cycle through the cards in your deck to draw into the cards you need to win. Heck, you can use a Lee LF/Sakura Kimono engine if you have to. Lastly, you fill your curve in with good ninjas whose effects are always helpful, fill in your missions with draw/tutor missions, and include whatever jutsus you may need. Though most of the time you'll already be over 50 cards by the time you get there. Deckbuilding takes a certain degree of inspiration to build a coherent deck. It should end up as a mesh of effects that work together to fulfill some concept, and maybe another on the side. Don't mainboard anything you wouldn't find useful with respect to the other cards in the deck.
3. No. 30/10/10 is the bread and butter ratio, but I find 28/14/8 or 29/14/7 better. The number of missions you play directly influences how much chakra you have and how many cards you draw. Do your ninja effects use chakra? Heck, do your OP ninja effects effectively reduce the number of jutsus you need to run? I find a large number of missions useful because 1) they draw you cards and net you extra effects, 2) hand costs are a great sink for cards in hand you no longer find useful, and 3) they give you chakra. Chakra is always useful, whether you want to bluff a jutsu or use Sakura CP's effect every turn. Also, drawing more cards means you can run less of everything else in your deck, so missions = good.