You can remove
this card from play until the End Phase of this turn
by removing 2 DARK monsters in your Graveyard from
play. You can use this effect during either player's
turn. You can only use this effect once per turn.
Type - Warrior/Effect
Card Number - IOC-007
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 01.23.06
I'm suprised we haven't looked over this thing more
recently. It's sick and wrong in the right deck.
Strike Ninja is a 1700/1200 Dark monster that can
essentially "dodge" destruction effects and battles
he doesn't want to be in by removing 2 Dark monsters
from the Graveyard. Assuming you're playing a deck
with a lot of Darks (which is easy to do today, with
Tomatoes, Dekoichis, Dons, Reapers, Sangan,
Breaker...) you can assume you'll get the effect at
least once, probably twice on your first Strike
Ninja. Once he runs out of ammunition, he's half of
what you need to remove for your NEXT Strike Ninja.
We've all played against the standard cookie-cutter
deck; Strike can dodge a lot of the destruction
effects. Assuming you have the monsters to remove,
he has no reason to fear Smashing Ground, Sakuretsu
Armor, Torrential Tribute (including your own), Dark
Hole (again including your own)...and he just laughs
in the face of Snatch Steal. Additionally, if you do
let him go to the Graveyard, and you use Call of the
Haunted or Premature Burial to revive him, if you
use his effect once he's back on the field, he's no
longer connected to the revival tool. That's pretty
useful as well. Finally, he does aid in GY monster
removal so he could be the star of a Return from the
Different Dimension variant deck.
And although we don't talk about it much, in
Traditional, he can dodge the almost inevitable
Chaos Emperor Dragon explosion and leave you with
great field position afterwards (that is, if you
don't die from the burn.)
The other reviewers will be happy with this week.
Far from reaching for good uses this whole week is
chalk full of actually good cards. In many ways this
makes the job easier.
We start things off with Strike Ninja. This guy has
had an interesting evolution steming all the way
back to the pure Chaos days before any banned lists
were implimented. Early on we saw a deck that pitted
this card in conjunction with D.D. Scout Plane. This
provided a unique form of Tribute support, hence
allowing a deck to run more of them then previously
thought wise. In many ways this could have been a
precursor to Soul Control. The build eventually died
out, as new lists sapped the quickest forms of deck
thinning for the Scout Planes: namely Painful Choice
and Graceful Charity.
Each format tested new forms of this build but I do
only see it coming back into popularity for this
format due to two reasons. First, Paul Levitin and
his success with the Bazoo the Soul Eater and Return
from a Different Dimension deck. It allowed many
connections to be made with Strike Ninja's closely
related cost and provided a way to turn cost into
advantage. Second, the recent success of the build
in the European metagame at Pharoah Tours.
This guy has decent stats and a sick survival
ability packaged in. The trick is giving him fuel to
utilize the effect fully. Given the state of
gameplay this can vary. Late game he can win it for
you outright if you still have a decent lp buffer to
be willing to take damage. Early game you may only
get enough to remove it once. Usually it won't do as
much for you.
Without a doubt he is a vicious turn to some
originality if you choose to take this route. All
dark lineups, with the synergy of Mystic Tomato, and
the speed of the underused Cyber Jar can give this
guy all the support you'll need.
This makes him also quite splash friendly, as all
you'd really need to be doing is comitting yourself
to a single attribute. Dark World, Generic Fiends,
Toolbox, Tomato Control, and Return all can work
Traditional: 4.5/5 - Use the Scout Plane build here.
The speed is there and the results are superior then
what Advanced has to use.
Normally I pick fairly good weeks, and this time
around is no exception. Today we have the legendary
It isn't often that a card comes around that is so
awesome it inspires a whole decktype with only one
real support card. I often cite Gravekeeper's as the
most powerful theme in the game, and I often tell
you that this is my philosophy. For good reason.
Gravekeepers are so powerful that their best cards
leak into other decks. I mean, when you build a
Gravekeeper deck, you normally don't even use half
of their support. There's Assailant, Spy, Spear
Soldier, Necrovalley, Rite of Spirit, Royal Tribute,
and maybe GK Chief. But most of the better GK decks
don't even use Chief or Tribute. And when you think
about it, these effects are insane. Rite of Spirit
gives you mass amounts of free revival at no cost
whatsoever. Necrovalley screws up games where one
player is trying to remove cards with Chaos
Sorcerer, Bazoo, Strike Ninja or Kycoo. It makes
cards like Call of the Haunted, Premature Burial and
Magician of Faith dead draws immediately, and
nullifies their use if they're in hand. Playing this
automatically makes those cards completely unusable…
The equivalent of them not being in your hand at
all. That's a -1 if I ever saw one. Assailant, like
Tsukuyomi, offers an infinite supply of a card
effect… Tsukuyomi offers the much more powerful Book
of Moon, but Assailant doesn't take away your summon
and combines Enemy Controller with excellent ATK.
If you are a consistent reader of my reviews or my
internet writings (the few articles I've done or the
posts I've made on the forums), then you are
probably sick and tired of hearing me praise a theme
you already know is good. I'm about to shift gears
Strike Ninja is by far one of the greatest cards
ever designed ever. It turns every card you lose
into a minor amount of card advantage. It offers a
sort of pseudo advantage. If they use Bottomless
Trap Hole or Sakuretsu Armor, all you do is chain
Strike Ninja's effect and then he leaves the field
and comes back. You have your Ninja, they don't have
their trap… +1, anyone?
As well, he doesn't need several cards of support.
The card is so elegant that he accomplishes with
just his own effect a card advantage engine with its
own protection, decent ATK, and that's not even
telling you what happens when we toss in D. D. Scout
When those guys enter the mix… Yikes. On your
opponent's end phase, you remove Ninja from play and
then he comes back… If you removed any Scout Planes,
you just plain win. +2 advantage. Then you tribute
them for Monarchs or for Cannon Soldier…
Okay, that's fine and dandy, but surely that alone
won't win… Damn straight. That's why you use the
Scout Planes for Tribute bait for large, large
pieces of meat… Well, actually, cardboard… Which
would be intimidating enough on their own if not for
the fact that they will swing for about a third of
your life points. Fun stuff? Definitely.
Also, I'm a huge fan of Battle Phase Special
Summoning. I consider it to be one of the most
powerful things you can do in this game. A Call of
the Haunted in the Battle Phase is usually
gamebreaking. You can probably recall your own
experiences, whether losing or winning, when that
changed the scope of the game in a very bad way for
one player or the other. Consider Strike Ninja. Now
consider how many monsters you're removing from
play. Now, let's say you use Return from the
I just heard some eyes going wide with
possibilities. RftDD will, in short, end a game. You
attack with Strike Ninja. No response. 1700 damage.
You remove Strike Ninja. You summon out Strike Ninja
and at least two other monsters. You hit for at
least 1700 more, and the variable damage of the two
removed monsters. Assuming you only have two
monsters removed from play. That's a two card combo
that, in short, wins games. It's why I consider
buying the exclusive packs a worthwhile deal. Every
player needs access to three RftDD, and to a lesser
extent, three Peten the Dark Clown. But there are so
many combos with RftDD… Jinzo gives your
freshly-summoned monsters trap protection, D. D.
Survivor is permanently returned (as is Elemental
Hero Wildheart…), and Cannon Soldier turns all of
them into extra amounts of large damage. Sound cool?
I thought so. How about summoning a Dark Magician of
Chaos? I'd like a free Spell Card, yeah. Ceasefire,
while not the best addition, is still another source
of free extra damage. Exiled Force, maybe? With a
tech'd Bazoo? What about Sangan? It would rawk to
send him to the graveyard again, wouldn't it?
All of these cards weren't intended to combo with
Strike Ninja. That's why Strike Ninja is such a
powerful combo deck. They all stand alone and are
powerful alone, and even more powerful together.
It's the perfect concept of unity; the whole is
greater than the sum of its parts. In that way, it
also disproves conventional mathematics.
Successful themes are made by having elegant cards
with simple and powerful effects. Look at the
gadgets. The concept is incredibly simple, and the
theme is powerful enough to be cookie cutter in
Japan with only four cards for the theme in total…
One of which isn't even used in Gadget decks!
Necrovalley/GK requires a lot of deck space, but it
rewards you by replacing the cards you would have
used. Strike Ninja doesn't demand deck space. It
just demands that you think your moves out.
The deck is awesome, and the card is awesome. Proof
of a good theme is seeing the best (and, in some
cases, worst) cards of a theme leaking out into
other decktypes. This theme only has two real
support cards (Ninja and Scout Plane), and Ninja has
already leaked out of its respective deck for very,
very good reason. The card is awesome.
So I'll give you your ratings and end this
obsessively long review. Two pages in Word… And
that's before it's sent into the small CotD frame on
powerful Dark Realm is in Traditional, your deck
should be chock-full of DARKs and LIGHTs all around,
but especially DARKs. And hey, it stops the Yata
lock cold. I'd play this here in a second, unless it
interfered with Dark Realm.
In Advanced, small +1 advantages destroy the game in
a second. It's ironic how a +1 in Traditional is
usually followed up by a -1 and is in no way
indicative of an endgame, yet that format is so
ludicrously unbalanced and Advanced seems to
indicate the winner by seeing who gets the first +1…
What are you, stupid?
Strike Ninja is a fine example of an effect that
Konami REALLY needs to work with more:
multi-trigger. Basically, at any point outside of
the damage step (and not in response to spell speed
3 effects), you can remove two dark monsters to
“ninja vanish” your nifty monster out of the game
until the end of the turn. This makes for some
powerful evasion versus cards such as Sakuretsu
Armor, and it also makes those mass removal effects
less powerful. Strike Ninja is very good in this
format, and is definitely worth exploring as a deck
theme. Right, Jae? :P
In traditional, Strike Ninja doesn’t offer anything
to first turn kill, but it’s actually decent in the
chaos and Dark World decks that could exist in the
format. Dodging in response to Chaos Emperor Dragon
is just ridiculous, and Dark World has an infinite
symbol on it for the number of dark monsters the
deck runs. It’s good tech in both.
Today we look at Strike Ninja. Strike
Ninja came in the English Starter... oh,
wait, we are talking about the card and not the
Dungeon Dice Monsters figure. Pity, I really
like DDM… and we’ve covered this Strike Ninja
In terms of [just] stats, Strike Ninja is
very good, though not great. Level 4’s only
draw back is the infamous stall cards (Level
Limit-Area B and Gravity Bind) just
barely catch it. Of course, being a Dark
Monster is fairly good since so many Dark
Monsters are so strong. Being a Warrior is
great: it is the best supported of the Monster
Types. The combination of the two leads to
many, many good combos.
An ATK of 1700 is good for a Level 4 Monster
unless it is purely a beatstick. 1200 DEF is a
slight concern: people still pack that lone
Book of Moon, and Tsukuyomi still
sees good play. At least they’ll need another
Monster along with Tsukuyomi. Still, it
isn’t a huge concern.
You may remove two Dark Monsters from your
discard pile to remove Strike Ninja from
the game until the End Phase of the turn. This
would be pretty lame except, surprise! It’s one
of the few Monster effects that are Spell Speed
2. In other words, when ever anything threatens
Strike Ninja you can remove it from play
to avoid said problem. It’s pretty useful; just
remember you will need fuel for the effect.
Uses and Combinations :D.D. Scout Plane springs immediately to
mind. They’re too strong, but they will Special
Summon themselves to your side of the field if
they removed from play. It is a bit annoying
that they are in ATK mode (making it a bad idea
to use them so Strike Ninja can dodge a
Sakurestu Armor), but anything the
opponent does on his/her own turn, you just
scored a big advantage. There are many, many
effects that can make use of them; at the very
least they will reduce the damage from an attack
even if they are stuck in ATK mode.
You can also just remove good Dark Monsters from
your discard, then use Dimension Fusion
or Return from the Different Dimension
(the latter is recommended) to suddenly swarm
the field. And of course, Reinforcements of
the Army and The Warrior Returning Alive
make it that much harder to get rid of Strike
3/5 – It’s a tentative score here. You can
really through an opponent off if you keep
dodging their best cards. Still, what do you if
your opponent forces you to clean out your
Graveyard giving you one dodge… and they nail
you after you come back.
3.75/5 – Strike Ninja works best in its
own deck, where it is the centerpiece, though a
single copy won’t hurt any Dark-heavy deck.
Fortunately, its deck is fairly strong, and does
see successful competitive play.
4/5 – Assuming you can pull several even half
decent Dark Attribute Monsters you should be
able to annoy the heck out of your opponent.
The 1700 ATK is also more useful here. Just
remember that it’s a little easier for the Dark
Revelation Volume 2 is more favorable as it has
better common Dark Monsters than Invasion of
is a strong card capable of supporting a strong
deck. The reason it scores comparatively low
for a deck centerpiece that can also show up in
certain other decks (Dark heavy ones) is that in
and of itself, it’s not as impressive. If you
don’t have a way to take advantage of it, I
attack Strike Ninja and it “dodges” via
its effect. This triggers a Replay, and now I
get to declare my attack again (often a direct
attack now). This isn’t a huge issue, and it is
much easier to get into play than many other
Today we look at Strike Ninja, a card I really
really like for no particular reason...it's probably
Strike Ninja is one of those cards that I reall see
working in only one of two decks, and technically,
those two decks could be about the same with a few
Strike Ninja has 1700 attack and 1200 defense which
is fairly good for a Level 4 monster. He is also a
Dark Warrior type which is pretty meh currently (I
don't care about Chaos Sorcerer). By removing 2 Dark
Monsters from your graveyard, you can remove Strike
Ninja from the game until the end phase of the turn.
Also, Strike Ninja can use his effect on either
players turn which is good, yet there is a downside.
IF he's your only monster, your opponent can strike
you directly with his monster or monsters. Strike
Ninja could be an excellent choice in a Dimension
Fusion or Return From the Different Dimension deck.
The other deck I consider using Strike Ninja is a
Dark Magician of Chaos deck. Odds are you'll all
ready be running Dimension Fusion or RFtDD if not
both in the aformentioned deck anyway. You activate
either to bring back a load of powerful Dark
monsters for a world of pummeling (hopefully.)
Traditional Dimension Fusion/RFtDD/DMoC deck: 4.5/5
I seem to do card of the days like a lunar eclipse:
happens rarely but brightens up the whole
world...well minus the whole world part...
WELL I am back for this week, since school has been
a breeeeeze so far and hopefully you guys won't
forget who I am dxP!
*NOTE* THIS IS A LONG REVIEW
What a card for me to come back to, STRIKE NINJA! ^^
I'm not sure when everyone decided to run Strike
Ninja but I'm glad people noticed this versatile
Tsukuyomi proof (meaning DEF > 1100),
Now let me stresssssssss the WARRIOR part. What
makes warriors so loveable by almost every duelist
across the nation? Running Warriors opens a "searchablity"
aspect for a deck other themes lack. Now sure you
can run the same cards and simply draw them, but the
benefit of a searcher like Reinforcement of the Army
brings consistency to a deck, which is one of the
most important aspects in building.
Now Strike Ninja's effect "dodges" Sakuretsu Armor,
Torrential Tribute, Dark Hole, Soul Exchange, etc...
It can remove itself (or for you Magic players:
Astral Slide itself) for the turn and returns back
to your field. Basically you can protect Strike
Ninja for as long as you want, long as you have
enough Dark monsters in the Graveyard. It's great in
this current metagame, which is dominated by solid
1for1s, (Smashing Ground, Sakuretsu Armor, Exiled
Force, etc...), "top-decking" situations, and lots
of Dark monsters (Dekoichi the Battlechanted
Locomotives, Sangan, Spirit Reapers, Don Zaloog, D.D.
Survivor, Gravekeeper's Spies, etc...) so the Ninja
"splash" is okay. If you haven't thought about/seen
Ninja in this metagame, you should try it yourself
and see what the hype is about.
Let me go back to the Deck construction of Strike
Ninja. There are 3 schools of thoughts on Strike
Ninja: Play just 1 as "tech," Play 2 and hopefully
it makes a big impact, or play the max amount 3 and
base a deck on it. If you want to base your deck on
Strike Ninja, you have to know about D.D. Scout
Planes. Now they are 800/1200, Lv 3, Dark Monsters
that basically states if Scout Planes are removed
from the game SOMEHOW, bring it back to the field in
Attack mode during that End Phase. So if D.D.
Scout's are in the Graveyard and you remove them
from the game with Strike Ninja, they return on the
field during that End Phase. The great thing about
Strike Ninja is that if you get Scout Planes in the
Graveyard, Strike Ninja for the rest of the game
will be "safe" from "destroy" spells (or that's the
assumtion at least). But wait, "What happens when
you run out of Dark monsters?" Good question!
See, in a FULL on Strike Ninja deck, you use these
D.D. Scout Planes as Tribute Food. This concept is
very similar to Soul Control, which revolves around
achieving advantage using Tribute Monsters (in this
case, Monarchs). You are using the dodge ability of
Strike Ninja, with Scout Planes, so a) you still
have Strike Ninja, a solid creature, b) now you have
1-2 Scout Planes on the board, in this case Tribute
Food, and c) keep the cycle going by re-using Scout
Planes to remove Strike Ninja and maximizing
potential with Tribute Monsters. Try it yourself;
you might enjoy the ridiculous advantage this deck
Now if you are running 2 Strike Ninjas, you could
also be running the D.D. Scout Planes, but you don't
need to. You could focus your deck with multiple
Dark monsters and depend on the "ninja-ness" of
Strike Ninja to maintain board advantage. Same thing
with 1 Strike Ninja but it'll be hard to draw the
Strike Ninja sometimes and you may lose advantage
WOW, this was long. If you read through all this,
sHecKii is fairly impressed. Have a fun time
practicing with Strike Ninja, I'm sure you guys will
love it like I love it.
From 1-3 in a deck, with proper Dark monster count:
4.5/5 [more like 4.2 but let's round up rather then
This guy was the 1st ultra I pulled from his pack.
Back then I liked him, but I lacked the skill to use
Strike Ninja is Duke devlins fav card asides from
Orgoth the relentless, a card unreleased in the
American card game, and its not hard to see why.
This guy practically avoids any destruction ability
the opponent may throw at you for a relatively cheap
This is a monster with a lot of potential,
especially in the right deck. Synergy with Don alone
makes him a standout.
2 darks from the grave should not be hard, being the
primary type in dueling , but it m,ay be costly to
keep up. Keep that in mind.
Traditional ; 3/ 5 Not bad here, but there are
better combos with removing cards here, as you know.
Advanced : 4/5 If used properly.
Art ; 4/5 Pretty sweet innit?
Strike Ninja review
So this week was a week of really solid cards to
review, and I missed it ><. Well, better late than
never, Strike Ninja. Right off the bat his stats are
awesome, Lv 4 Warrior, meaning another card for
Rota, while being Dark means that not only is he
support for chaos, but as you will see support for
himself. Finally 1700/1200 means he can survive
Tsukuyomi and is on par with DDA.
His effect is what makes him shine, in the current
meta 2:1s are extremely rare, and mostly you see the
use of various 1:1s. Well Strike Ninja allows you to
simply dodge them turning what would normally be a
decent trade off for the opponent into a +1 for you.
Being a multi-trigger effect is the main reason that
he is good, chaining to standard issue Sakuretsu
Armor, Smashing Ground etc. Furthermore though he is
extremely beneficial because of his cost, not
discards, not LP, but dead monsters. Not only was he
an early example of a solid use of expended
resources, but he required you to remove 2 Darks.
With all of these benefits there has to be a few
drawbacks. Well that is true, there are only a few
drawbacks to this monster. First off early game he
won’t have much fodder, but to make up for this he
is fodder for other copies of himself. Secondly it
hinders chaos decks to a point by putting further
strain on the resources to bring out your Chaos
Sorcerers. Yes you can run one, but usually only one
as a tech in a deck that runs the Sorcerer, but at
the same time the Sorcerer goes to feed the Ninja….
If all this wasn’t enough, he even sets up Return
from the Different Dimension, which as has been
demonstrated in the past, is an extremely powerful
late game win condition.