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Bringing Ninjas into a tier position

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Bringing Ninjas into a tier position

Post by ShadowSeeker959 on Fri Jul 11, 2014 4:34 pm

Hey there everyone. Recently, I have been working on making a decent tier 2-3 Ninja deck for the July 2014 format. I've done quite a lot of testing, and this is my current take on the deck:

I'm posting this topic to see if any of you have advice to give on making this Ninja deck as good as possible. Thank you for any suggestions you may have.

Also, give me your thoughts on decks like this and if you feel like they can make it into a tier position.

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Re: Bringing Ninjas into a tier position

Post by Not-An-Admin on Fri Jul 11, 2014 8:20 pm

Moved to 'Deck Discussions'.

Now. The deck itself seems to be pretty good, but you have 2 Myrmeleos and only 2 targets. Although this would normally seem to be a fair trade, if you ever draw into one of your Trap Holes, you will be left with a monster that doesn't do anything. Due to that, I would suggest a second Traptrix Trap Hole Nightmare, which you can add in by taking out that second Reinforcement of the Army (Which you can't even have anyways.)

I would suggest a third Ninjutsu Art of Super Transformation, which you can add in by taking out one of your Fiendish Chains. Then, replace the other two with two Breakthrough Skills. Although Breakthrough Skills only work for one turn, they have two times they can negate stuff and don't float around on the field if your target isn't destroyed. It also has beautiful synergy with Upstart Golden Ninja.

Your side deck appears to be pretty solid, but I would suggest replacing one of the DNA Transplants with Zombie World, and replace the other one with a System Down.

Other than that, I can't see anything wrong.


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