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Swordmaster13 on Naruto
Building on a Budget:
Before I go into the
article, I just want to say thanks to all of you who
read these things and come to me for deck help and
such. A lot of you have contributed to my own gaming
experience and one player even inspired the Fire/Earth
deck I play, my own deck a personal tweak of the idea he
was going for which I am going to give him credit for
inventing even though I don't remember his name.
Another player I wanted to recognize was a guy who
emailed me a few days ago about deck help on improving
his starter deck which I kinda dropped the ball on
helping him out. Dylan, if you aren't too mad at me
about that to read this, this article is for you, dude.
I've learned that
people who start playing the Naruto card game are people
like me who started out tweaking a starter deck as they
learned the rules and what cards worked well in what
decks. Much has changed since I started in Curse of
Sand, and when the new set comes out, the metagame will
have changed drastically yet again with many cards
people played becoming obsolete as better ones come
out. Still people are going to buy starter decks as a
primary way to get the forty cards they need to play.
Starter decks are fairly cheap at 11 to 12 bucks a deck
and feature a collection of cards that together make up
a fairly decent beginning deck. However, starter decks
are called that because players end up either changing
the deck's layout entirely or building another type of
deck as they buy more and more cards. In an attempt to
help people like Dylan and because I used the deck as my
first deck myself, I'll use the Gaara starter deck from
Curse of Sand as the example.
Examining the Deck
The Gaara starter
from Curse of Sand is basically a Wind-based deck with
Earth, Fire and Water mixed in it. The deck features
three strong Turn 2 ninja, the three Gaaras that include
the Super Rare and the two Sand Barrier Gaaras; 2 Temari,
Wind Charmer; a Baki; two vanilla Kurenais; some pretty
nice Turn 0s in Sasuke, No. 1 Rookie and Ino, Acting;
some vanilla ninjas including the 4/2 Haku and Turn 4
Zabuza; an array of Sand-based Jutsus, a playset(that
means the full three allowed) of One Morning and
Shikamaru Nara, Smarty Pants. Starter decks tend to
have a hodgepodge of decent ninjas but very few Jutsus
and too many Missions so your first point of business in
improving the deck will be to trim the Missions that are
a hindrance and focus more on Jutsus that are fairly
strong. You'll also want to imrpove on your ninja base
slightly as well as starter decks tend to mix in some
good ninjas with ones that are fairly weak.
Improving a Starter
Deck:Test of Deckbuilding
Improving a
starter deck allows new players the practice that will
tie into building their own decks eventually and
hopefully will steer them away from the cardinal sin of
deckbuilding known as netdecking, which for the new
players who don't known is esentially copying the deck
of someone else completely without giving them credit to
developing the deck's strategy especially if that
strategy is completely new. Many players starting out
like Dylan just want a deck that is good and can win
games but don't have the cash like more established
players to buy the expensive Super Rares like The Third
Hokage, Addressing Past Wrongs and Chidori, cards that
make decks like Freedori extremely good. Decks in
Naruto win by accumulating Battle Rewards, and decks win
by having a measure of both power and consistency.
Using the Gaara deck as an example, we can make a good
beginner's deck featuring very few if any cards that are
overly expensive.
Step 1: Establishing
a Goal
The simplest type of
deck to make are usually a Mono Element with a small
spalsh of staple stuff that may or may not be of the
same element. Even though we will be building a
Mono-Wind deck from the Gaara stuff, we may spalsh in a
few good cards we got in the deck or can easily find
that work great. So we are going to be building what is
known as a Sand deck with a couple of good cards mixed
into it.
Step 2: Establishing
the Deck Make-Up
The standard rule for
a deck I think should be 24-25 ninjas(22 if you use
Clients), 10-12 Jutsus and 4-6 Missions, the variables
dependant on how many Missions you want to use. Our
deck will use 10 Jutsus and 5 Missions with 23 Ninjas
and 2 Clients. Here's some deck rules that are
refreshers for more established players but are rules
the newbies tend to break when building decks: no more
than 40 cards per deck and no more than 3 cards with the
same name in them(i.e. you can't run two Temari, Wind
Charmer and 2 Temari, Analytic Mind as they have the
same ninja name in them which is Temari) with the only
limit on card type being 25 as the maximum number of
ninjas you can have in a deck. The deck I am showing
will look like this-23 Ninjas, 10 Jutsus, 5 Missions and
2 Clients.
Step 3: The Ninja
Base
Since we are running
a Sand Ninja deck(not as in Sand Attribute deck), we
need to get our Sand Ninjas up. We're running 3 Gaaras,
3 Temaris, 2 Bakis, 2 Kazekages and 2 Kankuros with 2
Crows and 2 Lord of the Land of Wind, bringing our card
total to 16. We have Turn 1s covered with Temari, Turn
2 with Gaara, Turn 3 with Crow and the Lord, Turn 5 with
Baki and Turn 6 with Kazekage so we'll need to figure
out how to get the next 7 ninjas. By the way here is
what we are using for each ninja: Gaara of the Desert,
Overwhelming Madness(you can get this by buying three
starters like I did or trade for them), Temari, Analytic
Mind(you can substitute one AM for Violent Temper or
Wind Charmer if you want), Kankuro, First Class Puppet
Ninja, the Wind Crow, Baki, Cleaning Up(the only one
that exists right now) and Kazekage, Masterpiece. Let's
add some more Turn 0 ninjas and for right now we can add
2 Sakura Haruno, Errand, found either in the new starter
decks for Dream Legacy(I can't remember which one) or in
Dream Legacy Packs and two Shino Aburame(the vanilla one
in the starter deck). If you want to, you can also
substitute Moegi for Shino as well for more card draws
or even throw in something out of element like Sasuke
Uchiha, Analysis of Competence(I think it's in the
Kakashi starter deck for Dream Legacy but it may be in
the other one though). With 6 Turn 0 drops, you have 3
more slots to tinker with. I'd say put in 2 Kurenai
Yuhis for Turn 4 and use that last slot for Iyashi,
Medical Ninjutsu(he's an Uncommon from Curse of Sand but
he's worth it). To add a slot for a second Iyashi as
his effect is really good, drop the third Gaara or
Temari(I'm unfortunately dropping a Gaara for
consistency issues) for him. This is your ninja build
with the 2 Clients taken into account but should you
rather not use him, you can replace him for my pick,
Ebisu, Repeated Defeat or even 2 Hayate Gekko, Detecting
a Plan, another card in the Dream Legacy starter deck(I
think both have him but I know one does).
Step 4: Jutsus and
Missions
Getting good Jutsus
and Missions for Wind is pretty easy as most of them
that are good are common or uncommon except for Wind
Sycthe and Wind Style: Great Breakthrough. We are going
to run 3 Wind Sycthes for the negation and the fact they
are cheap on Chakra. Add in three Great Fans for
boosting, 2 Wind Blades for damage(you can switch a Wind
Sycthe for a Wind Blade if you want) and 2 Wind
Style:Great Breakthroughs. The Breakthroughs can clear
the field on your opponent's turn then allow you to come
back and control the field with Baki, who can keep on
killing your opponent's ninjas if you manage to keep him
swinging. The Great Fans work especially well here as
this is a Mono-Wind deck and the Lord can help you get
more Chakra with the Growth feature he gives your Sand
ninjas. Mission-wise, we can run that playset of One
Morning we got from the starter deck and two Changes in
Pairings which will allow one of your teams a free shot
at your opponent for a turn, especially good with Baki.
Feel free to use 3 Changes in Pairings and 2 One
Mornings if you want.
One Final Note
I'll include where to
find all of these cards. The only cards you may really
have to dig for are the Kazekages, Wind Sycthes and Wind
Style:Great Breakthroughs, but once you get some trade
stuff, you'll get them easily. Nothing here is set in
stone though. If you can't get the listed version of a
card, feel free you use the version you like. Just be
forewarned that other Kankuros are Turn 1 ninjas and
Crow becomes a Turn 2 Earth ninja(which isn't that
important but lacks the synergy the other has with the
new Kankuro). Also, improve as you see fit when you get
more money. The biggest ninja that doesn't require a
Summoning Jutsu to play or a certain ninja in
play(namely Gamabunta, Manda and Katsuya) is Wind:
Tsunade, Breakdown in Negotiations. If you got the cash
and don't care about making it specifically Sand Ninja,
put her in there for that Client and add and subtract as
you wish.
That's it for
this time. If you need any deck help, please feel free
to email me at
zeno9d9@yahoo.com. Take it easy, folks.
The Sand Village
Deck(Our Improved Starter Deck)
Turn 0
2 Shino Aburame(Path
of Hokage common/Gaara starter deck)
2 Sakura Haruno,
Errand(Dream Legacy starter decks/Common in packs)
2 Kankuro, First
Class Puppet Ninja(common in Revenge and Rebirth)
Turn 1
3 Temari, Analytic
Mind(Revenge and Rebirth Rare/Starter decks in Dream
Legacy, probably the Naruto and Jiraiya one but I'm not
exactly sure)
Turn 2
2 Gaara of the
Desert, Overflowing Madness(Curse of Sand starter Super
Rare, swap out him for Sand Barrier if you see a lot of
Dosu and Naruto, Self-Sacrificing Attack)
2 Iyashi, Medical
Ninjutsu(Uncommon in Curse of Sand)
Turn 3
2 Crow(Uncommon I
think in Revenge and Rebirth)
Turn 4
2 Kurenai Yuhi(common
in Path of Hokage and in Curse of Sand Starter)
Turn 5
2 Baki, Cleaning
Up(Rare in Curse of Sand/Gaara starter)
Turn 6
2 Kazekage,
Masterpiece(Revenge and Rebirth Rare)
Clients
2 Lord of the Land of
Wind(Gaara starter)
Jutsus
3 Wind Sycthe
Jutsu(Coils of the Snake Rare)
3 Great Fan(Revenge
and Rebirth Common)
2 Wind Blade(Gaara
starter from Curse of Sand)
2 Wind Style: Great
Breakthrough(Coils of the Snake Rare)
Missions
3 One Morning(Path of
Hokage rare/Gaara starter from Curse of Sand)
2 Changes in
Pairings(Revenge and Rebirth common)
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