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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