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[TCG] NINJA!


VCR_CAT

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Monsters

Twilight Ninja Getsuga, the Shogun - x2

Mythical Beast Master Cerberus - x3

Twilight Ninja Jogen - x3

Chronograph Sorcerer - x2

Mythical Beast King Jackal - x1

Kuro-Obi Karate Spirit - x1

Ninja Grandmaster Hanjo - x3

Upstart Golden Ninja - x3

Marauding Captain - x3

Junk Forward - x3

Twilight Ninja Kagen - x1

 

Spells and Traps

Hidden Village of Ninjitsu Arts - x3

Ninjitsu Art Notebook - x3

Ninjitsu Art of Alchemy - x3

Reinforcement of the Army - x1

Monster Reborn - x1

Moon Mirror Shield - x1

Ninjitsu Art of Rust Mist - x1

Ninjitsu Art of Shadow Sealing - x1

The Phantom Knights of Shade Brigandine - x3

 

Extra Deck

Saryuja Skull Dread - x1

Borreload Dragon - x1

Topologic Trisbaena - x1

Zefra Metaltron - x1

Summon Sorceress - x1

Isolde, Two Tales of the Noble Knights - x2

Ninja Grandmaster Saizo - x1

Proxy Dragon - x1

Heavy Metalfoes Electrumite - x1

Tornado Dragon - x1

Number 41: Bagooska the Terribly Tired Tapir - x1

Heroic Champion - Excalibur - x1

Number 68: Sanaphond the Sky Prison - x1

Number 38: Hope Harbinger Dragon Titanic Galaxy

 

 

 

It's back and better than ever! NINJAS! Done VCR_CAT style. I was in hopes that all the new Ninja support would drastically change how the deck is built, and BOY WAS I WRONG. That said, that doesn't mean I didn't go ahead and overhaul the deck's function in a big way.

 

Probably the largest change is the Spirit Pendulums. Before they were pretty front-and-center with Amorphage Goliath as kind of an ace, but they take a much smaller part of the stage now. The primary goal is to make summoning Getsuga immediately hardly a chore, and with this in mind I paired the engine down to just one scale 9 with the idea that if I instead focused on Isolde plays and Electrumite, I can just search that as a scale and use Electrumite to bring out Chronograph and make Getsuga live af on the field.

 

So probably my biggest concern is looking at the pendulums themselves and wondering what numbers to be running. Deck space is, frankly, very annoying, and one of the biggest places I have my eyes on and am seeking feedback for is that pendulum-half of the engine, and what might be a better idea to be doing there (more Spirit Pendulums? Less?) while also looking intently at the spell/trap line-up, especially in that I, personally, want to be running 6 traps but also I don't want the deck getting too big as it is.

 

Finally, if there was a good way to pair this down to 40 cards without making big sacrifices, that'd be super neat.

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B'fore I suggest the card change, I do very much like the Shade Brigadine insertion into this Deck; that should definitely feature in more Decks. though I'm less certain of how reliably it goes off in Ninjas as compared to say, Orphegels (which barely need Traps). That's a nice plus, to the point I'd say the fight is on between it and Junk Forward to make plays, as Forward is...slightly less wanted in the hand as play goeth on. 

 

I'd say the first thing you'd want to cut is the copies of Villiage of Ninjitsu Arts. That thing is good, but not necessary, for the Ninjas to go off. Considering how much of the Deck can search it out, and that it can protect itself, forgoing two copies of it would help the consistency out drastically.

 

The last thing wanted is a copy of that in the hand and nothing for it to worth with-especially so considering the main stuff that could use it for fodder (Jogen, right now) have more than enough options in the other cards that also can extend/inhibit play themselves.

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the fight is on between it and Junk Forward to make plays, as Forward is...slightly less wanted in the hand as play goeth on.

 

You... know how Shade Brigandine works, right? There's zero conflict, the only condition is that you don't have any traps in the grave for it to be activated immediately. That said, what the heck do you mean """"reliably go off"""""?  It's a free warrior summon that also happens to be a trap, which means it can be used for Isolde itself or as a discard for Upstart Golden when necessary. That's how it's used.

 

 

I'd say the first thing you'd want to cut is the copies of Villiage of Ninjitsu Arts. That thing is good, but not necessary, for the Ninjas to go off. Considering how much of the Deck can search it out, and that it can protect itself, forgoing two copies of it would help the consistency out drastically.

 

Considering the ability to add Ninjitsu Arts, specifically the TRAP CARD ones, becomes a pretty versatile and potent combo extender, I'd hardly call this card "unnecessary". It's an additional spell target for Alchemy and making Jogen more live is just always a plus. Considering how often I'm burning a copy for Alchemy, I know without a doubt that just going 1 copy would hurt the deck. So no, that would not be a wise decision.

 

If your argument is "yeah but what if multiples????" first, know that opening multiples of a 3-of has a decently low chance of happening. Second, opening all three copies, basically the only instance where running three of this card would actually dramatically hurt my opening hand, is EXTREMELY low, nevermind that having multiple copies in the hand actually isn't a bad thing because, again, more Alchemy targets is a very good thing to have.

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