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  #81  
Old 12-29-2012, 05:03 PM
MasterOfTheEnd MasterOfTheEnd is offline
Genin
 
Join Date: Nov 2012
Posts: 67
Quote:
Originally Posted by allanime01 View Post
Sure.
Run water.
Themes include no hand, state 2, chakra drain, ninja control, reanimation, toolbox, or many others if you go with Water/X instead.

There, skeletal frame. Now flesh it out
Thank you. I will. Any staples that you can recommend for each? Just trying to keep pace here, ignore me if I'm asking too much.
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  #82  
Old 12-29-2012, 05:33 PM
Genre Genre is offline
Jonin
 
Join Date: Jul 2007
Posts: 5,814
Quote:
Originally Posted by MasterOfTheEnd View Post
Thank you. I will. Any staples that you can recommend for each? Just trying to keep pace here, ignore me if I'm asking too much.
If I ran water in Unlimited, I would run No Hand as the main theme, and put some chakra drain in there.

For example, you can run all the Sound ninja (including the broken t4 Kimimaro from Fangs that negates jutsu) and be able to reinforce them into their state 2 counterparts - making the deck competitive AND fun because it's themed. Staples (off the top of my head) include 1x Ghost Panic (which is broken with the State 1 ninjas because you can PiP a free ninja then reinforce them so they don't ever get discarded with Ghost Panic's second effect), 1x Threat of the Tailed Beasts (broken, duh), 1x Furious Current (winning, duh), 1x yoroi akado (the broken one from Emerging Alliance that won me several games when i used him in the Unlimited SJC Gencon 2012), 1x Kabuto Yakushi (from Emerging Alliance; the most broken Kabuto), 1x Anko's Memory (profit), 1x Suigetsu's Joy...

Then you go fromthere, but all of those aforementioned cards are pretty much staples. I'd also run 2-3 Sealing Barrier to weed out my opponent's annoying cards. Water has a chance in this meta since annoying Anbu are now dead. You can also run tech to slow down fast decks, like Crying in Vain and Buying Time...
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  #83  
Old 12-29-2012, 09:32 PM
MasterOfTheEnd MasterOfTheEnd is offline
Genin
 
Join Date: Nov 2012
Posts: 67
Quote:
Originally Posted by Genre View Post

You can also run tech to slow down fast decks, like Crying in Vain and Buying Time...
1. Which I have been-main slash side since I started playing serious, around the time Ambush was even printed. They are both simply too OP.

2. I understand Yoroi, Kabuto, Threat, Panic, and Current, but what about Joy and Memory?

3. How do I stop a t0 superspam? (Shukaku, etc)

Last edited by MasterOfTheEnd : 12-29-2012 at 11:03 PM.
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  #84  
Old 12-30-2012, 12:16 AM
Genre Genre is offline
Jonin
 
Join Date: Jul 2007
Posts: 5,814
Quote:
Originally Posted by MasterOfTheEnd View Post
1. Which I have been-main slash side since I started playing serious, around the time Ambush was even printed. They are both simply too OP.

2. I understand Yoroi, Kabuto, Threat, Panic, and Current, but what about Joy and Memory?

3. How do I stop a t0 superspam? (Shukaku, etc)
Memory is a near-staple in many water decks, especially since most will be using Threat of the Tailed Beasts and a couple Earth Domes... you can return your Furious Current lol and do some funny stuff. Also, you must run 3x Ink Leech in a No Hand Water build. You get very deadly very quickly and almost all of your guys have Ambush. Joy can be a sidedeck card against the true allies and other annoying decks with big hands-requirements

Early turn spam can't really be stopped unless you draw as good as them, in essence. There is some luck in the game. Water has Sealing Barrier which completely smashes certain theme decks; you can also run Miroku and Crying in Vain to slow stuff down and hope you hit it and that they don't have answers. Comparative Strengths is also still around in the format to negate troublesome guys.
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  #85  
Old 12-30-2012, 12:59 AM
MasterOfTheEnd MasterOfTheEnd is offline
Genin
 
Join Date: Nov 2012
Posts: 67
Quote:
Originally Posted by Genre View Post
Memory is a near-staple in many water decks, especially since most will be using Threat of the Tailed Beasts and a couple Earth Domes... you can return your Furious Current lol and do some funny stuff. Also, you must run 3x Ink Leech in a No Hand Water build. You get very deadly very quickly and almost all of your guys have Ambush. Joy can be a sidedeck card against the true allies and other annoying decks with big hands-requirements

Early turn spam can't really be stopped unless you draw as good as them, in essence. There is some luck in the game. Water has Sealing Barrier which completely smashes certain theme decks; you can also run Miroku and Crying in Vain to slow stuff down and hope you hit it and that they don't have answers. Comparative Strengths is also still around in the format to negate troublesome guys.
I had asked about Jutsu prevention before, you told me to kinda hit the Chakra with Earth Dome, but if they drop some Jutsu combo t0-2 and charge on their turn, can I stop it? Also, isn't Joy letting the opponent draw? Doesn't Leech risk putting non Ambush cards in Chakra? What about Stolen Bodies? That's a good one, isn't it?

Last edited by MasterOfTheEnd : 12-30-2012 at 08:09 PM.
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  #86  
Old 12-30-2012, 04:38 AM
maseky maseky is offline
Jonin
 
Join Date: Nov 2009
Posts: 424
Xuo guys, do u know where i could buy Sakura TA ( true allies) because all the pages i searched she is out of stock
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  #87  
Old 12-30-2012, 07:50 AM
Genre Genre is offline
Jonin
 
Join Date: Jul 2007
Posts: 5,814
Quote:
Originally Posted by MasterOfTheEnd View Post
i had asked about Jutsu prevention before, you told me to kinda hit the Chakra with Earth Dome, but if they drop some Jutsu combo t0-2 and charge on their turn, can I stop it? Also, isn't Joy letting the opponent draw? Doesn't Leech risk putting non Ambush cards in Chakra? What about Stolen Bodies? That's a good one, isn't it?
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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  #88  
Old 12-30-2012, 08:08 AM
fatdunk fatdunk is offline
Jonin
 
Join Date: Dec 2009
Posts: 498
What you recommend me to use in a earth/wind mental power deck with fire splash?
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  #89  
Old 12-30-2012, 03:09 PM
Genre Genre is offline
Jonin
 
Join Date: Jul 2007
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Quote:
Originally Posted by fatdunk View Post
What you recommend me to use in a earth/wind mental power deck with fire splash?
True Allies...

Naruto and Sakura are wind (and Sakura is medical/mental who can use Reanimation) -- Kakashi is fire and Genjutsu and can return your missions back.
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  #90  
Old 12-30-2012, 03:49 PM
fatdunk fatdunk is offline
Jonin
 
Join Date: Dec 2009
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Quote:
Originally Posted by Genre View Post
True Allies...

Naruto and Sakura are wind (and Sakura is medical/mental who can use Reanimation) -- Kakashi is fire and Genjutsu and can return your missions back.
Thank, but I reffer based Ino-Shika-Cho deck
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