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Swordmaster13 on Naruto
The Elements in Review part 2: Fire
April 18, 2007
Hello, it's Swordmaster13 and I'm back with the next
installment of elements in review. First, I just want to say
thanks to those who have already sent their ideas in and
keep 'em coming. Alright, we will begin the review of the
element Fire and how to use the cards that are in it. I've
heard it said that Fire is the strongest of the elements,
but my opinion is that it's still tied with Water for the
most part, at least until the next set comes out anyway when
we finally get Itachi along with a new Kakashi and
Sasuke(maybe) along with some new Jutsus based on the
Mangekyou Sharingan. Why do you say? Both elements do
basically the same thing, and that is Ninja Elimination with
a splash of everything else. Fire focuses more on damaging
the enemy than tricks that injure, discard or return to hand
like Water, but it can also negate Jutsus with
Sharingan(Path of Hokage version) and use a team
manipulation trick with String Control. I'd argue that it
also has the best pump card in Chidori, at least until
Rasengan comes out and vies for the top spot(unless it is
screwed up). Fire like Water has so many great cards that it
is hard to choose which ones to use. My opinion is
experiment in your deck and use what fits the best for your
deck.
Fire's Strengths
Fire is capable of making the strongest teams in the game
with its powerful ninja backed up with Hokage Rocks to
increase team power and Four Man Squads to allow for a
fourth addition to a team. Fire's array of Jutsu tend to
have built in damage from anything named Fire Style(Phoenix
Flower Jutsu, Dragon Flame Jutsu, Fireball Jutsu) to Chidori,
but with Stay Out of This and 8 Trigrams Divination Seal
Spell Formula, Fire can also effectively keep powerful
ninjas off the field. In fact, Turn 3 Stay Out of This into
an 8 Trigrams be a devastating blow to the opponent's tempo,
ultimately throwing them off and turning the game in your
favor. Fire also has a great late game draw card with he Who
Entrusts and Inherits the Will, but be carefull about using
it too late or you'll deck yourself out. Fire can do a whole
lot, but I still would argue that Water still ties with it
and in part 4, I'll explain why.
Fire's Weaknesses
Fire and Lightning are perhaps the two worst elements when
it comes to Mental Power and needs the help of another
element being splashed on to shore it up, the reason why
many decks that don't run Earth as a main element run
Shikamarus. Fire for the most part also has a very limited
but still useful choices in ninja. Basically, Fire is
running Sasuke, Kiba, Kotetus, Hayate, Kakashi and The Third
Hokage, so you will want to add a little bit of depth to
your Fire deck by splashing another Element, your choice. Be
careful, though as many of the powerful Jutsus aren't very
splashable, often requiring a lot of Fire Chakra. Other than
that, Fire overall is a great Element.
Gems of Fire
Ninjas
-Kiba Izunuka: The Starter deck Kiba in Curse of Sand is
actually a lot better than at first glance. At 2/0, Kiba is
a basic aggro ninja for your early game, but you get the
option of seeing what your opponent has in the hand. This is
great if you are planning ahead to use Stay Out of This and
Sharingan.
-Sasuke Uchiha: The first of the three Sharingan Eye
users(Itachi is coming, he's number three), Sasuke usually
comes as a 3/0 or 3/1 although a few versions have him at
4/0. Sasuke can use Sharingan and Chidori, which are two of
Fire's best Jutsus. With so many versions, it's hard to pick
a good one. Consider No.1 Rookie to force a block and let a
big team slip through, Analysis of Competence as your main
early Sasuke, Flowering Ability for its combo potential
especially with Shikamaru Nara, IQ over 200, Energizing the
Body for its Growth, abilty and combo with the next Sasuke,
which is Reason For Late Arrival which becomes a 5/1 if put
into play with Growth, and Beyond The Limits if you get
enough Chidoris in your deck.
-Kotetsu: The new Kotetsu is surprisingly powerful
especially with his buddy Izumo. Spectator's effect is a
neat combat trick which can be really annoying(I've played a
fire deck that abused it and lost painfully). The discard is
usually worth it as you can use it after Exchange of Jutsu
and during Team Power Calculation when it does matter.
-Hayate Gekko: The dearly departed Hayate comes in a type
that is a 4/2 that can negate Missions from End of the Demon
to Caged Bird and even your opponent's Stay Out of This, and
and a 4/3 that sends one ninja discarded at the end of the
Showdown to the top or bottom of your deck, which can be
useful. Mental:1 and Special Jonin is a decent add-on
although Mental:1 really is insignificant against ninjas
with 3 and 4 Mental on an Ibiki or Suzume.
-Kakashi Hatake: The most powerful of the two Sharingan Eye
users we currently have, Kakashi is one of Fire's strongest
ninjas. Usually 6/3, Kakashi is Fire's cheapest Jonin if you
want to run the Turn 4 vanilla version, which you may unless
you have the really awesome Early Settlement version. If you
still want to run a Turn 5 Kakashi and don't have Early
Settlement, try Energizing the Brain, which is can become a
7/4 if you get the effect or Copy Ninja against all the kids
running Kunais and Cross-Shapeds.
-The Third Hokage: The biggest Fire ninja at Turn 6 6/4, The
Third comes in two forms, all of which can use the highest
level of Jutsus available thanks to his Satoosa Rank.
Village Governor makes a great lockdown combo with The
Fourth Hokage but can also be used on his own as a healer.
Addressing Past Wrongs on the other hand is one of the best
ways to eliminate annoying untargettable ninja like Kabuto
Yakushi, Covert Operative.
Jutsus
Sharingan: My personal picks out of the four or five
versions are the one from Path of Hokage and the one from
Coils of the Snake with Sasuke's picture. Path Sharingan
negates Jutsus and only costs 1 Fire, 1 of any type(all of
them do) which makes Sharingan splashable in any deck
packing enough Sasukes and Kakashis. Coils is meant for
cards that target the user(quite a few due) and steals the
effect for you to use. While capable of annoying little kids
running a lot og Kunais and Cross-Shapeds(and other
colorless pump-ups), this can also target the following:
Multi-Shadow Clone Jutsu,Water Clone Jutsu,Clone Jutsu,
Transformation Jutsu,Shadow Clone Jutsu(must target user),
Leaf Hurricane, Leaf Whirlwind, All-Four Jutsu(shortened),
Lightning Blade(rememeber the justu simply says apply the
effect to the user and says nothing about the requirements
having to be met, PoH only), Demon Wind Shuriken(also
shortened), Guillotine Sword(does target user), Shadow
Shuriken Jutsu, Ninja Info Card, The Third Eye, Sand Shield,
Face Stealing Jutsu, the Eigth Inner Gates, Sand Armor,
Expansion Justu, Human Boulder, Gentle Fist, Sound
reflecting Speaker, Water Cutting Blade, Hero's Water,
Chidori, Great Fan, Sand Cocoon, 8 Trigrams Palm Rotation,
Clone Body Slamming and Snake Sword. Until a ruling comes
out that Requirements must be met for Sharingan Eye to work,
this list is legal although most of these you aren't likely
to run into.
-8 Trigrams Divination Sealing Spell Formula: This card is
one of Fire's if not the best Jutsu for Fire. Although you
can't use it until around Turn 4, this card at worst forces
your opponent to redraw a ninja and at best turns the
blocker into a Battle Reward, permamently solving your ninja
removal problem and netting a Battle Reward, which is great.
Run it if you run Fire.
-Fire Style Dragon Flame Jutsu: At three fire Chakra, this
is expensive yet worth it. All you need is a ninja with
Sharingan Eye and you can at least injure them. In a pure
Fire deck, these can be useful for Ninja elimination.
-Chidori: Perhaps one of the most awesome Jutsus in the game
is arguably the best pump-up card available. More than
likely, the +5 boost to Sasuke or Kakashi nets a Victory at
least and will kill the Head Ninja, but best case scenario,
you eliminate the entire team. More splashable than Dragon
Flame Jutsu and overall awesome.
-Leaf Village Style: Crescent Moon Dance: While a pit pricey
and requires a Special Jonin(not to mention coin flips),
this Jutsu at least gives you 3 chances to at least get the
first effect. Why it is mentioned is because it is
splashable, even though at best it is a Fireball Jutsu. 2
Chakra of any color and one Fire means it can go in any
deck.
Missions
-Hokage Rocks: This promo card is so powerful that it makes
running an all-Leaf ninja deck possible, and you can run an
all-Leaf deck easily. Running a trio means that you can make
a team with +3 team power, which makes small teams more of a
threat and big teams even bigger. It's hard to get, but
worth the effort.
-Stay Out of This: This card combined with 8 Trigrams can
ruin your opponent's chances of ever getting that big ninja
out, or at least ruin the chances for that turn. Also, the
opponent's discard for their Turn 5+ ninja ends up a waste
if they can't use Jutsu.
-Tide of Deadly Combat: This is most useful if you can heal
your ninja and least useful if your opponent can't. It
depends on who is using After the Battle or something like
that. You can also use it if most of your ninjas are injured
and their's aren't. This is a tech card, so be careful with
it.
-He Who Entrusts and Inherits the Will: The most powerful
card drawing Mission is also the most risky. Avoid playing
it too late, but do play it for maximum effectiveness when
you only have this and something to discard for more deck
thinnage, to get good stuff earlier and fill up your hand.
-Lone Avenger: Although this is a strange choice, this is
the only Mission that negates non-permanent Missions. A lot
of Missions are non-permanent and is a great answer to End
of The Demon.
Fire Users expect to see Itachi, Mangekyou Sharingan,
Tsukiyomi and hopefully Amaterasu as well along with a
new(hopefully playable) Kakashi and Sasuke. Next week is
Wind, which will introduce Sand ninjas to us(yeah!). Okay,
see ya.~SWordmaster13
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