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#1
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Jonin's Intervention Fire/Wind
I saw Spiritomb's call for a community JI deck and I figured it would be easier just to post the decklist I've already made instead of getting frustrated at people for not doing things the way I like them. Here we go:
Ninjas: 31 3x 3x 3x 2x 3x 2x 3x 1x Hiruko 2x 1x 2x Kakashi 3x 2x 1x Jutsus: 6 3x 3x Missions: 13 3x Jonin's Intervention 3x 3x 3x 1x How it works: Obviously, the point of the deck is to play JI to bring out Sasori, Kakashi, or Baki early. Pakkun and New Orders can both be used on T3 to negate and discard JI on its last turn in play to keep your jonin. Secret Book can be used in place of New Orders to adjust the wind/fire ratio of the deck, plus it builds wind chakra for Tetragram. I prefer New Orders because it's better when used against the opponent, can draw a card, and because the deck needs fire cards to pay for JI and Warhawk. Let's talk Jonins. I'll start by saying that the new Kakashi is incredibly broken. The earlier you can get him out the more BRs you'll win, period. He even has Inherit to pass his effect to another ninja. This deck doesn't run any ninjas with obscure combat attributes, but winning 2 BRs every turn before the opponent gets a Genjutsu ninja more powerful than Kakashi out, if at all, is unbelievably good. Next, Sasori is great as JI recipient because he can immediately flashpoint to prevent JI from discarding him. He can pull out S26 Hiruko who can Tetragram the turn he comes out and every turn he flashpoints, plus Sasuke SA greatly appreciates Hiruko's ability of removing ninjas from teams. Sasori can also pull out Crow for its good stats and chump ability -- the new S27 Hiruko can keep pulling them back from the discard. With Hiruko's Revitalize and S26 Itachi, Sasori+Hiruko+Crow lets you draw 2 every turn and gives you incredible chump potential if it comes to that. Lastly, Baki on T1 will destroy any hope your opponent has of gaining enough field presence to stand a chance against you. Just make sure you have enough chakra for dragon flames to fend off any jutsus aimed at him. If he ever gets injured he can still use Tetragram anyways. I feel like most of the other stuff is self-explanatory, except maybe Chiyo and The Strongest One. Chiyo is simple - she lets you win free BRs every turn if you have Puppet Mode and a Hiruko out. That's pretty great if you've already racked up the BR count with Kakashi and you need more to win the game. Plus, she's Manipulation so she can get the draw effect from Crow and she can serve as a decent emergency recipient of Kakashi's effect text. The Strongest One makes a good "gg" card if it resolves on T6 because you can flashpoint Sasori, S26 Hiruko, Hotaru, and Sakura to keep them. Itachi and Kakashi have Inherit and can pass along their effects if they're discarded. S27 Hiruko has Revitalize so Sasori can use him to bring back 3-support Crows the turn after the mission is used. I considered replacing Chiyo and The Strongest One with 2x to more reliably draw into Jonin's Intervention, but ultimately decided the deck needed a stronger endgame. Let me know what you think, and feel free to propose any changes that might make it better. Last edited by NextoftheLegacy : 11-27-2012 at 04:33 PM. |
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#2
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Way to make others lazy, and ruin the fun for everyone.
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#3
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You're welcome? I apologize if you think the deck is too good and can't be improved upon...
![]() This is really just something for others to build from. The point of posting it is to have the community discuss what they think, what changes they would make, and maybe what other combos can be used with JI. It's a deck discussion after all, not a "this is the only JI deck people should play". I'm absolutely sure the community has great ideas I have overlooked. One glaring flaw with this deck is that it's TERRIBLE if all three JIs are near the bottom of the deck. That might be a starting point for discussion, for example. |
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#4
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It's already been said by a few people, build a Fire/Wind deck that you'd normally run, but include JI just because early turn jonins are boss. Also, you're missing 2 boss JI combos: Run the set 27 pakkun, Sasuke [Solo] out on the field, JI for Kakashi on T2, on T3 Squad into Sasuke/Kakashi JI + = Tetragram for free that wipes field. |
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#5
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That Asuma doesn't quite work that way....
On topic of the actual deck, I'd drop a Pakkun and a Tetragram at least for 2 Wind Pressure or Vacuum Blade/Bullets, 3 would be better. |
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#6
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im looking into the whole cruz control theme with fire in it to just get max draw how those decks won strong ninjas and were able to draw into combos so if i dont get JI or its at the bottom like you said i can draw into it or at least be able to have the deck playable . strong decks are decks that have combos but if you dont draw those combos you can still win
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#7
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Quote:
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OC_Powers is correct; that Asuma can only RFG a jutsu that has already been played and is on the chain. He's most useful for getting around negates and pseudo-negates. From what I've seen so far, I really do think Baki and the new Kakashi provide the best JI options with minimal space in the deck. Sasori is also incredibly good because of his Flashpoint, but he requires a fairly large commitment of the deck towards his Puppets. He's one of those run-near-max or don't-run-at-all cards. Quote:
Quote:
You're using Cruz Control as an example to see how a winning deck works. JI decks should either a) be able to draw into the mission consistently, or b) use JI as an aside. You believe strong decks have combos, but the combo's aren't necessary to win. A few comments: Cruz Control was a well-constructed deck. It didn't necessarily have strong Ninjas, more importantly it had a reliable draw engine with great chakra generation and pump/rasengan that could be recurred by Reanimation. On top of that it had TP3 Kakashi, the only true "combo" card I would consider in the deck because it only had one purpose - to play along with Sakura. Everything else was a meshwork (which you could also call a combo) that built up to the main premise of the deck: draw cards, get chakra, use and recur jutsus. That's one of the main reasons Lightning +1/+1 is competitive in this meta: draw with The Sage/Differing Emotions, use Lightning's chakra gen, recur jutsus with A Rival's Challenge/S22 Jiraiya/Promo Naruto. Of course, it's a much slower deck overall than Cruz Control but it has the benefit of creating incredibly large teams early on (Tsukado/Nice Guy Pose/Inari's Decision) that force the opponent to play the first jutsu. I should say: every good deck should have a draw engine of some sort, especially in the late-game when resources need to be replenished quickly. Fire has some of the best draw missions in the game (Warhawk/Guidance), and Wind has draw cards coming out of its ears. Earth Revitalize has Shikamaru and Asuma for free cards every turn, and the only effective draw engine for Lightning is +1/+1 or Five Tails in Tailed Beast. Establishing a draw engine is a crucial part of what makes a deck competitive. After that comes establishing dangerous and easily-accessible combos. Combos/synergy ARE necessary to win though; without them, you'll only win against decks that have even less than yours. The main problem with JI is that you want to be pretty darn sure you can get the mission out before putting all your eggs in one basket, if that's how you want to use it. I already mentioned above why I don't think JI with minimal investment in the deck is a good idea, although I do believe there exists a happy medium where JI is worthwhile using minimal dedicated space in the deck (my guess: it involves lots of S25 Sakura, Takamaru and shuffles). |
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