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Meb9000's Naruto CCG Deck Dojo Here is a Water Deck build I did back when Path to Hokage 1st came out and my first pack bought had Zabuza "Demon". I fell in love and it has grown a bit since then. I hope you like it and can come up with some good ideas. I would ask that you not suggest turn 2 Kobutos (I have none) Thanks again. Ninjas: 20 Turn 0 Sasuke Uchiha (AoC) x 3 Shigure x 3 Turn 1 Dosu (Sonic Impact) x 2 Naruto (SSA) x 2 Turn 2 Yoroi (Chakra Absor.) x 2 Turn 3 Haku (KG:BT) x 1 Turn 4 Suien (Easy Power) x 2 Turn 5 Zabuza (DoCV) x 2 Kobuto (Impact of the Jutsu) x 1 Turn 6 Orochimaru (Deal) x 1 Turn 7 Turn 8 Manda x 1 Missions: 7 Bingo Book x 3 Spy of the Sound Village x 1 Huge Difference in Ability x 1 Appearance of the Unknown Rival x 2 Jutsus: 13 Hero's Water Water Prison Jutsu x 2 Water Style: Giant Vortex Jutsu x 2 Water Style: Water Shark Bomb Jutsu x 2 Summoning Jutsu x 2 Water Clone Jutsu x 2 Senbon x 2
I would appreciate any input on the deck as it runs pretty darn well right now, but I feel there is something I am missing. I pulled the Manda, Orochimaru, and Haku out of packs, so I got lucky. I can find most cards except the most rare. I love the Summoning Jutsu to get out Manda as a suprise, because even Suien can use it. A turn 4 9/0 is nice. Thanks for any help you can give. Jason
Jason,
I can feel a real affinity towards the Water deck, since it too was my first Naruto CCG deck I put together. That said, I have found that water combines very nicely with wind, and I feel a small ninja splash of said element can really help to pull the deck together and fill in some of the mono-water deck’s holes. I would suggest taking out the summoning jutsus and manda, since they tend to be situational, and you want consistency over the possibility of sometimes having a turn 4 snake. The build I am suggesting will utilize the best of water’s tricks and should give you a more stable game.
Ninjas 25
Turn 0 (7)
3xSasuke [AOC] 2xNaruto [Control of Power] 2xKonohamaru [Hokage’s Grandson]
Turn 1 (4)
2xDosu [Sonic Impact] 2xTemari [Wind Charmer or Analytical Mind]
Turn 3 (4)
2xEbisu [Repeated Defeat] 2xHayate Gekko [Detecting a Plan]
Turn 4 (4)
2xSuien [Easy Power] 2xKurenai Yuhi [vanilla]
Turn 5 (5)
3xZabuza Momochi [DOCV] 2xKabuto [Impact of the Jutsu]
Turn 6 (1)
1xOrochimaru [Deal]
Missions (6)
3xBingo Book 3xAppearance of Unknown Rivals
Jutsu (9)
3xWater Style: Giant Vortex Jutsu 2xTwin Snake Sacrifice Jutsu 2xSenbon 2xWater Prison Jutsu/Water Shark Bomb Jutsu
With these changes (hopefully low-budget) that I made, your deck will have solid draw power and a great late game with sneaky jutsu backup. The Twin Snakes can work well with injured Ebisus or Hayates, and can take out specific ninja that are bugging you. Definitely try to get 3 Appearances in there, since they form the core of card draw for any water build. Best of luck to you!
-meb9000
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