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#1
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Animal Deck needs help
Ninja: 34
Turn 0: 14 2x Uhei 2x Shiba 1x Akamaru (Reliable Partner) 3x Kiba (Vanilla) 2x Denka 1x Hina 1x Chameleon 2x Mini Katsuyu Turn 1: 5 2x Akamaru (Nose for Danger) 1x Giant Rhino 1x Hanabi 1x Animal Path (Chibi) Turn 2: 2 2x KNS Turn 3: 7 2x Pakkun 3x Enma 2x Shima Turn 4: 2 2x ***usaku Turn 5: 1 1x Gamaken Turn 7: 3 2x Shukaku 1x Gamabunta Missions: 8 1x Cursed Existence 2x Passing Fates 1x World of Fire 2x World of Lightning 1x Scornful Eyes 1x Another Mask Jutsu: 8 3x Tracking Orders 2x Wire Trap 2x Chameleon Jutsu 1x Fire Style: Dragon Flame Reinforcement: 1x Kiba & Akamaru The plan is to drop blockers until turn 3, fire Enma in, then throw my hand on the field every turn. Jutsu will be around just for emergency support and to accumulate chakra for Tracking Orders regularly. With 4 tracking creatures, Tracking Orders should put me with a team of 6 ninja that can wreck. Missions are to get BRs and Lightning support. Turn 0: Drop a t0 and a world hopefully. Turn 1: Growth Akamaru/Deploy Hanabi. Animal comes in for end-game purposes. Turn 2: Deploy another t0 and do growths. Turn 3: ENMA ENMA ENMA. Drop hand. After t3 it's all about the Battle Rewards, baby. Any animals I missed? Mission suggestions? Jutsu suggestions? I had to remove a lot of animals from this deck to make room for things. |
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#2
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I just playtested this. In 3 games Enma never hit the field and I scooped around turn 9. Got a lot of work to do.
EDIT: In all honesty, the idea was creativity, but animals are so weak that it doesn't do anything. Most are support ninja. I just wanted the anbu-style hand drop. Last edited by Zunee27 : 10-26-2011 at 09:29 PM. Reason: Addendum |
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#3
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here try this
0 Drop 3 Kiba [-] 2 Denka 2 Hina 3 Ink Summon 1 Drop 2 Akamaru [Nose for danger] 2 Kushina [Motherly Care] 2 Drop 2 Ink Lion 2 Kns 3 Drop 2 Enma 2 Kuromaru [-] 1 Shima 4 Drop 1 Killer Bee [Da Eighth] 1 Sai [Vurtioso] 1 Fu kusaku 6 Drop 2 Jiraiya [The Galliant Sage] 7 drop 1 Eight Tails 1 Gamabunta Mission 2 Monster Research 2 just like that hero 2 Make-out tactics 2 Passing Fates 2 Old Faces New Problems Jutsu 3 Animal Transformation 2 Big Bang 3 Infinite Embrace 2 Double Impact Reinforce 1 Jiraiya Sage Mode tell me if that helps at all |
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#4
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Quote:
In test play (Three Games) I seem to used Ink Summon & Monster Research the most and win with Jiraiya (Sage Mode). Again Love the idea! |
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#5
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That actually works a LOT better. It still doesn't seem very tournament worthy, but I was just making it for fun anyways.
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#6
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If you are going to play unlimited, try this. Ive been playing this build for about a year and ive lost about 4 or 5 out of the 200 games ive probably played during that time.
turn 0 drops:24 3 naruto uzumaki(guard of the prince) 3 kiba inuzuka(animal mimicry) 3 anbu(rising threat) 1 rampageous pig(recklessness) 3 giant tiger(wild power) 2 uhei(focused tracker) 2 guruko(fast tracker) 3 hina(merchant) 1 urushi(feral tracker) 2 akino(stoic tracker) Turn 1 drops:10 1 akamaru(partner) 2 kikki(scratching attack) 2 big bark bull(big bark tracker) 3 haimaru brothers(triplets) 2 cham(ferocious fangs) Turn 2 drops:2 2 biscuit(reliable tracker) Turn 3 drops:3 2 tobi(man of mystery) 1 kuromaru(vanilla) jutsu:0 Missions:10 3 communication 3 make-out paradise 1 suprise help 3 scouting party playing jutsu in animals is pointless because the idea is to win by turn 4 or 5, so your opponent wont even really have any good ninjas to play jutsu by the time you win. If you have a perfect hand with this deck, you can have 7 ninjas in play by turn 1. |
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#7
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dont play jutsu in animals. your supposed to win by turn 4, there is no need for any jutsu besides 3 fire ball sided. the ones that get rid of mission and clients.
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