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N. Jolly

 


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 N.'s End
Healing Sands
Nov 19, 2009

Hello again, today is a good day, as I am finally getting back to doing N.'s End, and today's deck is one that I got to see put into action at the Chunin that I recently judge'd with a few new cards in it. This has been dub'd as a Sand/Medical, but since I like giving new names to things, I'm going to call it Healing Sand.

Let's check it out: T0-10 2x Naruto (gaurd the prince) 2x Matsuri (follower) 3xSakura ( for the promise) 2x Kiba (Man Beast Clone) 1x Shino (bug) T1-5 2xTemari (wind sythe) 1x akamaru(partner) 2x kabuto(database) T2-4 2xIno (pressing) 2xGaara (overflowing madness) T3-2 1x Kankuro(tactian) 1x salamander T4-5 2x shizune (medical kunochi) 1x Gaara (formation of sand) 1x sai 1x chiyo (rich exoeriece) T5-0 T6-4 2xtsunade(handicap) 2x 4th kazekage(new) P-2 1x shizune tonton 1x shika tem C-1 1x hikakru (promise) M-9 2x a new squad 3x rules of medical 2x hidden village of the wind 1x sakuras desion 1x pressure J-8 2x gigantic fan 3x formation 3x knockoff blow

I find it funny, as this is really just a mod of a deck that I'm running (I know the guy who built it), but let's see what we can do to help it out.

T0
-2x Naruto [Guardian of the Prince]

+2x Shino [Insect Warrior]

The reason for this is that if we're trying to build into Saikura, Sai's going to remove any client we have in play, making Michiru quite worthless. Next set, this may be possible, but for now we need to stay more on element, so we're going to try to group up on Shino, a huge part of one the best squads in the game here.

T1

No problems here, pretty standard lineup for what needs to be done.

T2

-2x Gaara [Overflowing Madness]

+2x Yashamaru [Sister's Memento]

Gaara is nice, but having a ninja that meets both our Sand and Medical requirements is too good to pass up. One of the weaknesses of a "perm mission" deck is not having enough ninja to set off the special effects you rely upon. So Yashamaru will go a long way towards hitting both mission cards.

T3

Again, nothing wrong here, it's a sand ninja with a lot of power and a lot of use, so just keep it as is.

T4

-1x Gaara [Formation of Sand]

+1x Chiyo [Rich Experience]

This was probably the hardest turn to build for in the entire deck. There's a lot of things we want to do here, and just like with Yashamaru, we need to realize how powerful it is to hit two requirements with one ninja, like Chiyo does. Her effect may not be the best, but being both medical and sand clinches it. Gaara is getting the boot here, but he'll still be in the deck, just a bit later on. The two Shizune are really need'd as Shi/Ton is just brutal. And Sai...he's just a part of Saikura, and he's awesome.

T5

+1x The 5th Kazekage [Reliance]

Another new set card, and this one really seems to hammer home the theme of the deck. It's not always going to be great, but I really like it at this slot, especially with Yashamaru being able to protect it and Rules being able to heal.

T6

-1x Tsunade [Handicap]

We're taking one of her out, and I know it's a bit of a hard hit, but with Shi/Ton in deck, she should hopefully be hitting play by means of deck. She's the head of the deck, but with Wind City, the deck should have enough muscle to push it's way through most decks.

Platoons

+1 Shi/Ton [An Assistant and a Pet]

Just a good card that really needs to be hit to make this deck guarantee that it hits 3+ meds in a match. Besides, being on element at least makes it decent as a charge at worst.

Clients

-1x Hikaru Tsuki

With the change in the build, he just doesn't have a place in this deck. He was cool, but now he's gone...he shall be miss'd.

Missions

-1x Pressure

+1x Sakura's Decision

A lot of sand ninja are dumb, and we can't have some of our bigger guys holding us back. With Shika/Tem, Sakura, Tsunade, and Saikrua, we have a lot of really good targets. The speed this card gives to the deck will allow it to hit it's other missions in a hurry, allowing it to set up way faster and get out it's key cards to start winning.

Jutsu

-1x Knockout Blow

+1x Gigantic Fan

This deck should be focusing on defense, allowing it to weather anything the opponent can throw at it while staying intact. With the 4th Kazekage and Wind City killing off your opponents ninjas while Rules makes sure you can't lose by battle rewards, simply staying in the game helps more than forcing the game onto your opponent.

Squads

+2x Kiba/Shino
+1x Kiba/Akamaru
+1x Sakura/Sai
+1x Sakura/Tsunade

It's always good to have as many options as you can, so honestly, include as many of these as you can, as with A New Squad, you draw for each time you play one.

Okay, so let's see the complete'd revamp:

T0
3x Shino [Insect Warrior]
2x Matsuri [Follower]
3x Sakura [For the Promise]
2x Kiba [Man Beast Clone]

T1
2x Temari [Wind Scythe]
2x Kabuto [Database]
1x Akamaru [Partner]

T2
2x Yashamaru [Sister's Memento]
2x Ino [Pressing]

T3
1x Kankuro [Tactician]
1x Salamander [Lifeless Warrior]

T4
2x Shizune [Medical Kunoichi]
2x Chiyo [Rich Experience]
1x Sai [Envoy from the Foundation]

T5
1x The 5th Kazekage [Reliance]

T6
2x The 4th Kazekage [Dignity]
1x Tsunade [Handicap]

Platoons
1x Shikamaru/Temari [Strong Arm Tactics]
2x Shizune/Tonton [An Assistant and a Pet]

Missions
3x Rules for Medical Ninja
2x Hidden Village of the Wind
2x Sakura's Decision
2x A New Squad

Jutsu
3x Formation
3x Gigantic Fan
2x Knockout Blow

Squads
2x Kiba/Shino [Reunion]
1x Kiba/Akamaru [The White Guardian and the Master]
1x Sakura/Sai [Strange Teamwork]
1x Sakura/Tsunade [Power of Kunoichi]

Right there, we have a sand ninja at every turn, and a medical at almost every turn, so each permanent mission should be able to activate quite often. With this build, you'll be stalling your opponent out, unable to lose while whittling away at your opponent's defense.

Well, this has been N. Jolly from N.'s End telling you to always fight the whale!

 

 



 

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