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Adam on Naruto
Fire & Water
October 3, 2006

When you head out to a major competition, you are bound to see some, if not many, decks based around the elements of fire and water. This was one of the most powerful decks that developed out of the first set, and become even more powerful with the release of Coils of the Snake. This deck has become the center of the metagame both because these elements provide access to the most powerful jutsus in the game, and because they have the best jonins in the game. Lets get started with our build.

 

First we need to determine our breakdown. We’ll go with 23 ninjas. That’s right in between the recommended 20 and the max of 25. This will ensure that a bingo book almost always hits a ninja, and will hopefully ensure that there aren’t very many drops that go without you having a ninja to drop. We’ll grab 11 jutsu, this again is slightly more than the instruction manual recommends, but I think missions are weaker than jutsu in the late game, and we want to make sure we can have a hand full of threats once our jonins hit the field. Finally, to round it out, we’ll play 6 missions.

 

First, we’ll want to see those jonins as early as possible, so we’ll play 3 konohamaru (N-007). Then we’ll add 3 sasuke’s (N-062). Normally I don’t like to run 3’s of too many things, but in this case, we need to get those jonins out early and we need to be able to play sharigan eye in the middle to late game. These are 2 of the best zero drops in this game. Also, to add a bit of power early game, we’ll throw in some naruto (N-025) He’s strong early game, and can be grabbing two rewards by himself by turn 1, if we’re playing conservative with our hand.

 

Next we’ll move onto the one drops. Here we’ll have to make some choices. First off we have dosu (N-, he’s one of best water ninja around, and we also have Temari (N-060), although she’s a wind ninja, her affect coupled with her 2 support makes her deadly early game and able to support a large team late game. No one likes discarding from their hand, especially late game when your hand is likely to be smaller. Another possibility here would be Sakura (N-027), her ability to be a three support at will can make the difference at any point during the game.

 

In the two drop spot, we’ll play some of the demon brothers one or two of each, depend on the art. Although there are other strong drops that could go here, with a two support and that ability to be used with end of the demon, we can’t afford do give up spots to any other ninja.

 

In the 3 drop spot, we’re going with Haku.

 

In the 4 spot, we’re playing Kureni. She’s got a strong support, 3 injured or healthy. Since we’re playing Zabuza and kakashi at the 5 spot, we don’t want to clutter our field with their 4 drops. We can’t play those cards when their weaker versions are out, and we don’t want to be tempted if we don’t have another ninja to drop on that turn.

 

In the 5 spot, we’ll play DotCV, He’s the most powerful jonin in the game along with Kakashi, either version. Both are so strong and have such game breaking effects, we’ll need to run 3 of each. We never never never want to get to our 4th (with konohamaru) or 5th turn without having one of these guys hit the field. These are game ending ninja, and running this high 5 drop count will ensure that we’re ready to play our big jutsu and really change the landscape of the villages at the end of our turn.

 

Finally we’ll throw in a hokage, his support is practically unmatched, and his ability to keep our jonin’s healthy, reset dosu, sakura and have combo after combo.

 

3 N-007 Konohamaru

1 N-025 Naruto Uzumaki
2 N-062 Sasuke Uchiha

 

1 N-060 Temari
1 N-027 Sakura Haruno

1 N-055 Dosu

 

1 N-014 The Demon Brothers Meizu
2 N-015 The Demon Brothers Gouzu

 

2 N-043 Haku

 

2 N-038 Kurenai Yuhi

 

2 N-064 Kakashi Hatake
1 N-011 Kakashi Hatake
3 N-024 Zabuza Momochi
 
1 N-013 The Third Hokage

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Alright, moving onto our jutsu, we’ll have no shortages of great ones to play. Our deck is about power and winning games with power, our jutsu will be nothing but advantage. Trigram is the best cost / results jutsu in the game. In an uncontested battle, you basically are paying 2 fire to pick your battle reward from the ninjas on the field. This may also encourage your opponent to stop from chump blocking with only one ninja. Water Style: Giant Vortex give your two free rewards for the cost of 3 water. Sharigan eye is the best negation jutsu on its own, but a well timed hidden mist played by Haku can be even better. Finally, with Dosu and Sakura in the lineup, or any injured ninja can really turn the game around.

 

3 J-006 8 Trigram Divination
1 J-010 Fire Style: Fire Ball
1 J-007 Sharingan Eye

 

2 J-013 Hidden Mist Jutsu

2 J-034 Water Style: Giant Vortex
2 J-051 Senbon

---------

 

Finally, we come to the missions. Here, we are looking for two things, missions that give up the appropriate chakra quickly, and missions that allow us to maintain the number of cards in our hand. Bingo book is one of the best, it can be played early, and allows us (hopefully) access to a ninja when we need one. End of the Demon is a card that change the game and get rid of a card ninja on your opponents side of the field for only a couple of cards from your hand, and a demon brother. This card should be played late in the game, when you move in for your final kill. In the best of cases, the demon brother you sacrifice will be injured. Finally Tora is a card that will allow only a slight decrease in hand size.


2 M-011 Bingo Book

1 M-052 End of the Demon
3 M-006 Mission Capturing the Missing Pet Tora

 

Comments and questions adam at levelfour dot net

 

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