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Swordmaster13 on Naruto

Building on a Budget:
Turning a Starter Deck Into A Winning Deck
July 3, 2007
 

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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