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Old 04-23-2013, 01:32 AM   #1
diabound777
Oni No Hanzo
 
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Default Welcome to the Official Bloody Mist Village Ninja Guide

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The Official Bloody Mist Village Ninja Guide

1. Intro
2. The Village of the Bloody Mist (card choices)
2.1 Swordsmen of the Mist
2.2 Arts of the Bloody Mist
2.3 Upstart’s Toolbox
2.4 Side Deck Choices
2.5 Other Tech Choices
3. Strategy Guide
4. Deck Combos
5. Deck Skeleton
6. Specific Match Ups
7. Life After LTGY
8. Rulings
9. Future Support
10. Oni No Hanzo's Current Build (updated 5/24/13 [OCG])
11. Credits

1. Intro

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In the duel terminal story arch, the Mist Valley tribe was vanquished by the raging Ice Barrier Dragons released in an effort to defeat the Worm invaders. Though the Sacred Bird of the Mist Valley, Apex Avian, was thought to have fallen, it would once more be summoned through the Ninjitsu Art of Transformation which was mastered by the ninjas of the Bloody Mist Village. A secret tribe of the Mist Valley that operated in the shadows, they shall now use their jitsu to wreak havoc on the unsuspecting meta.

A brief fan fic for your enjoyment -- Weclome to The Official Bloody Mist Village Ninja Guide. The Bloody Mist Village build of Mist Valley Ninjas is a product of using the classic Mist Valley Ninja strategy of Apex Avian negation with a larger focus on the ninja aspect. In prior versions, the deck primarily focused on abuse of the field spell, Divine Wind of Mist Valley. As a result, much of the deck space, in typical builds, was dedicated the Genex engine and other Wind Monsters, as well as taking up a good amount of the extra deck to accommodate the synchro-centric strategy.

By forgoing the field spell, a card that is truly used to give Avian an easy extra negation, and adding strategically picked stun cards in it’s place, the deck was able to move past the Divine Wind strategy, focusing on strategies that counter the meta directly, via Vanity’s Emptiness and Anti-Spell Fragrance. In place of the synchro-centered plays, the deck focuses on abusing the ninja engine provided by Upstart Golden Ninja. In combination with a powerful side deck and ability to abuse cards like Macro Cosmos and Eradicator Epidemic Virus, the deck is able to counter much of what is expected to be a new emerging Meta-Game.



2. The Village of the Bloody Mist


Without Divine Wind and the affiliated engines, the deck freed up a lot of space to fit in different monsters and strategies with numerous stun cards and techs. Here are a few of the key card choices and suggestions on the amounts to run.


2.1 Swordsmen of the Mist

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Strike Ninja
Level 4/Dark/Warrior
1700/1200

You can remove this card from play until the End Phase of this turn by removing 2 DARK monsters in your Graveyard from play. You can use this effect during either player's turn. You can only use this effect once per turn.

One of the earlier ninjas released, Strike is a nifty card for summoning one of the deck’s boss monsters, Simorgh. As a searchable dark you can willfully remove from your hand, it contributes to one of the deck’s key combos. In addition, being an extra level 4 ninja for Transformation earns it a spot. Run 0-1. After beetle is released, run 2 in order to have more consistency in making Dark Rank 4's.



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Karakuri Ninja mdl 339 "Sazank"
Level 3/Earth/Machine
1200/1200

This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is flipped face-up, select 1 face-up monster on the field, and send it to the Graveyard. During the turn this card is flipped face-up, it can attack your opponent directly.
An under rated card, Sazank is perhaps one of the best defensive spot removal monster cards in the game. With the specific wording to, “Send it [the selected target] to the grave,” it works around anti-destruction card effects and can typically occur when the game state is most vulnerable, the damage step. Not to mention, it is the deck’s official Ophion killer. Run 2-3 whether in the side or main. Dragons and the prevalence of Dress (and the order of which things happen in the damage step) make it a tad less viable. If focusing on Dragon Rulers, you may even opt to drop it entirely.

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Upstart Golden Ninja
Level 4/Light/Warrior
500/1800

Once per turn: You can send 1 Trap Card from your hand to the Graveyard; Special Summon 1 Level 4 or lower "Ninja" monster from your Deck in either face-up Defense Position or face-down Defense Position.

A card with a bad rep, Upstart is the deck’s spark plug and literally can get it going. Since the deck functions best by keeping a low monster count to accomidate a heavy trap-line up, Upstart capitalizes off of this by allowing you to exchange your dead/low priority traps to special summon a ninja from the deck. Since you will typically summon Hanzo, the trap will almost inherently be replaced with a ninja searched from your deck. Not only will it give you instant rank 4 access at a +1, but it sets you up for next turn and helps in situations you are low on monsters. With the release of Lavalval Chain he is even more key to the deck’s consistency. Run 3.


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Ninja Grandmaster Hanzo
Level 4/Dark/Warrior
1800/1000

When this card is Normal Summoned: You can add 1 "Ninjitsu Art" card from your Deck to your hand. When this card is Flip or Special Summoned: You can add 1 "Ninja" monster, except "Ninja Grandaster Hanzo", from your Deck to your hand.

The bread and butter of any ninja deck, Hanzo is the deck’s star. Able to search ninjitsu art cards when normal summoned, and ninjas when special summoned, Hanzo is literally the glue that holds everything together. Run 3, no exceptions.


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Mist Valley Falcon
Level 4/Wind/Winged-Beast
2000/1200

This card cannot declare an attack unless you Return 1 card you control to its owner's hand.
As a Mist Valley card, Falcon accompanies Mist Valley Apex Avian as its main negation fodder. Nonetheless, Falcon’s role is much more vital to the deck. By attacking he is able to bounce continuous traps left behind, such as Fiendish Chain, Ninjitsu Art of Transformation, Call Of The Haunted, and at times even Hanzo’s in order to later resummon them. Since the deck tends to leave so much fodder for its “cost,” Falcon makes for a a great clean-up crew and can lead to come backs, or one-man domination. This is especially true when using Vanity’s Emptiness is Royal Opression like fashion, whereas you can bounce it with Falcon in order to special summon monsters and still continue locking out your opponent. Run 3, no exceptions.

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Blackwing - Zephyros the Elite
Level 4/Dark/Winged-Beast
1600/1000

If this card is in your Graveyard: You can Return 1 face-up card you control to the hand; Special Summon this card from the Graveyard, and if you do, take 400 damage. Each player can only use the effect of "Blackwing - Zephyros the Elite" once per Duel.
Much like Falcon, Zephyros allows you to bounce traps left behind, but in this instance, it gives you a free level 4 body to make rank 4’s with. Useful tech and Transformation target when you have to chain it to a blind Mystical Space Typhoon, especially if your playstyle is XYZ-reliant. Run 0-1.

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Evilswarm Thunderbird
Level 4/Dark/Thunder
1650/1050

During either player's turn, when a card or effect is activated (except during the Damage Step): You can banish this card you control. During the next Standby Phase, Return this card banished by this effect to the field, and if you do, it gains 300 ATK. You can only use the effect of "Evilswarm Thunderbird" once per turn.

Mist Valley Apex Avian infected with the Evilswarm virus. Able to dodge cards much like it’s uninfected counterpart, Thunderbird is great at allowing you to maintain field presence in grind out games. Being that Sazank is not the best option against decks with a lot of monster removal, Thunderbird gives you a nice alternative that allows you to also side trap heavy. Run 3-2 in the side/main or 0 ( reason being consistency).


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Red Dragon Ninja
Level 6/Fire/Winged-Beast
2400/1200

When this card is Summoned: You can banish 1 "Ninja" or "Ninjitsu Art" card from your Graveyard to target 1 Set card your opponent controls; reveal that Set card, then Return it to either the top or bottom of the Deck. Your opponent cannot activate the targeted card in response to this effect's activation. You can only use the effect of "Red Dragon Ninja" once per turn.
The unmasked Crimson Ninja, Red Dragon Ninja has a peculiar effect. At first scoffed at by many, overtime, his effect has proven to be quite a useful trick for ninja decks. Not only does he help with one of the deck’s weaknesses, fighting past large back row, his effect also is amazing in terms of advantage. By sending the targeted card to the top of the opponent’s deck, you can cut off their draw, something which can be devastating, especially in late game situations. With duplication, he can also function as a rank 3 engine to tutor out 2 Sazank. Did I mention he you can use Transformation on him after using his effect to bring out Avian or Simorgh? Run 0-1, though admittedly this is not his format.


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Dark Simorgh
Level 7/Dark/Winged-Beast
2700/1000

While this card is face-up on the field its Attribute is also treated as WIND. You can remove from play 1 DARK monster and 1 WIND monster from your Graveyard to Special Summon this card from your hand. You can remove from play 1 DARK monster and 1 WIND monster from your hand to Special Summon this card from your Graveyard. Your opponent cannot Set any cards on the field.
Staying true to the deck’s Bird theme, Dark Simorgh gives the deck an additional boss monster that can be chaos summoned, both from the hand or from the grave. Since Avian’s effect often leads to you having wind monsters on hand, a simple Upstart play to summon Hanzo and search Strike Ninja can lead to milling simorgh from you deck and then chaos summoning it, thanks to Lavalval Chain. At times he is good mained, but at the current moment a wiser meta call would be to side him. Run 1. He's essential for giving the deck access to the side decked viruses.

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Mist Valley Apex Avian
Level 7/Wind/Winged-Beast
2700/2000

When an effect is activated, you can select 1 face-up "Mist Valley" card you control. Return that "Mist Valley" card to its owner's hand, negate the effect's activation, and destroy the card whose effect was activated.

The primary boss monster of the deck, Avian is the key to deck’s strategy. The beautiful part about it is that you only need to run 1 since it’s very hard for the opponent to permanently get rid of it. Nonetheless it can suck when drawing it before getting to bring it out via Transformation, but at least it can still be summoned from the hand. As stated, run 1.


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Black Luster Soldier - Envoy of the Beginning
Level 8/Light/Warrior
3000/2500

Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster in your Graveyard. Once during each of your turns, you can select and activate 1 of the following effects:
Banish 1 monster on the field. If you activate this effect, this card cannot attack during this turn.
If this card destroyed your opponent's monster as a result of battle, it can attack once again in a row.
Sack Luster Soldier. ****, why not? Using Upstart’s effect to special summon Hanzo, then overlaying into Excalibur to detach both materials gives you instant chaos fodder for him and puts you in position to OTK or at least severely damage your opponent. Great card, BUT it is not really key to the deck’s actual strategy. Run 0-1.


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Kagetokage
Level 4/Dark/Reptile
1100/1500

Cannot be Normal Summoned/Set. When you Normal Summon a Level 4 monster: You can Special Summon this card from your hand. This card cannot be used as a Synchro Material Monster.
This little guy will function as the decks reptile engine of sorts. Being a level 4 dark also greatly enhances our rank 4 capabilities. When combined with Upstart it can lead to a Shock Master, or perhaps you can overlay into a first turn Master Key Beetle Evilswarm Nightmare and save Upstart for an NAT that you have in hand. Being searchable makes it especially handy for boosting hand advantage and setting up future XYZ plays. Simply use Upstart to summon Hanzo, sending a trap to the grave then searching a Upstart (+1). Now, overlay into King of the Feral Imps, and search a Kagetokage from your deck. With Upstart and Kagetokage in hand, you will now likely be able to make a big xyz play the following turn, as well as search another Kagetokage if you manage to protect your King of the Feral Imps. This card is huge for helping the deck adjust to the present format. Run 2-3, with 3 if you have 16 monsters...or I.E. run 3 if you run 2 Strike Ninjas to capitalize and make Dark Rank 4's. Props to Electric Soldier for first suggesting it.

2.2 The Arts of the Bloody Mist

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Ninjitsu Art of Transformation
Trap/Continuous

Activate this card by Tributing 1 face-up "Ninja" monster on your side of the field. Special Summon 1 Beast, Winged Beast, or Insect-Type monster with a Level equal to or less than the Level of the Tributed card + 3 from your hand or Deck to your side of the field. When this card is removed from your side of the field, destroy the monster.

This card is the deck’s primary way of summoning its boss monsters. Skillfully, it can also be used to dodge targeting card effects and get of extra attacks. It essentially accesses almost any monster in the deck aside from the ninjas.


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Ninjitsu Art of Duplication
Trap/Continuous

Tribute 1 "Ninja" monster; Special Summon any number of "Ninja" monsters, from your Deck, in face-up Attack Position or face-down Defense Position with combined Levels less than or equal to the Level of the Tributed monster. When this card leaves the field; Destroy those monsters.

Another ninjitsu art card, Duplication’s main use is for an OTK/Power play using Red Dragon Ninja and Sazank (described in detail later on). Like Transformation, it can also be used to dodge targeting card effects and get rid of extra attacks. It also makes for nice searchable Upstart fodder in occasions you summon Hanzo for the purpose.


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Ninjitsu Art of Shadow Sealing
Trap/Continuous

Tribute 1 "Ninja" monster to target 1 monster your opponent controls; banish that target. While that card is banished, its Monster Card Zone cannot be used. When this face-up card leaves the field: Return the card banished by this effect to the same Monster Card Zone, in the same battle position.
Just like the other previous ninjitsu art cards, this can be used to dodge targeting card effects. The difference, however, is instead of summoning a monster, you get to banish one of your opponent’s. This can be useful in addressing the deck’s weakness of spot removal. Many write off the card, but when using it in the pre-described fashion, it is actually a useful card that works out card advantage wise. Still, it's better as a side against Evilswarm and other XYZ reliant decks, and only consider if looking for an extra ninjitsu art to replace Duplication. Combos best with Sazank or (as mentioned) to dodge targeting effects. Run 0-1.


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Fiendish Chain
Trap/Continuous

Select 1 face-up Effect Monster on the field. Its effect(s) is negated and it cannot attack. If it is destroyed, destroy this card.
As a stun deck, this can be one of our best assets. Useful in stopping the opponent’s effects as well as protecting yourself from attacks, it especially shines in this deck since it is recyclable with Falcon abuse.

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Call Of The Haunted
Trap/Continuous

Select 1 monster from your Graveyard and Special Summon it in face-up Attack Position. When this card is removed from the field, destroy the monster. When the monster is destroyed, destroy this card.
Speaking of Falcon abuse, this card and Falcon are the reason the deck can survive in close games. Since these often stick around, Falcon is often all the deck needs to recycle Call Of The Haunted and get started once again. This card is best abused with Hanzo for the free +1 and can set up easy three material rank 4 plays for the deck. Especially with all of the bosses in the deck being able to summoned by it you should run 3, no exceptions.


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Vanity's Emptiness
Trap/Continuous

Neither player can Special Summon monsters. Destroy this card when a card is sent from the Deck or the field to your Graveyard.
Half of the deck’s primary stun tactics, Vanity’s slows down a fast-paced meta, while minimally affecting the deck’s mechanics, especially after setting up. The real abuse comes into play when you start bouncing it with Falcon in order to special summon anyways and continue to lock out your opponent. Run 2-3.


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Anti-Spell Fragrance
Trap/Normal

Both players must Set Spell Cards before activating them, and cannot activate them until their next turn.
The second half of the deck’s primary stun tactics. This card is even more amazing with Prophecy expected to soon be tier 1. Currently, however, it serves as a general hinderance to any deck by delaying common cards like Heavy Storm, Pot of Duality, Forbidden Lance, Monster Reborn, Dark Hole, Mystical Space Typhoon, etc. In combination with Dark Simorgh, you can shut the opponent out from using spells or traps. Run 2. At the moment it may be a better call to side these however, in favor of Mind Crush.


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Phoenix Wing Wind Blast
Trap/Normal

Discard 1 card to target 1 card your opponent controls; Return that target to the top of the Deck.
As mentioned, the deck can at times be lacking in terms of spot removal. Phoenix Wing Wind Blast gives it the ability to make use of that in hand Avian after using it’s effect, can set up plays for Call Of The Haunted, and can remove any card, be it spell, trap, or monster. Furthermore, when targeting any card that does not belong to the extra deck, you cut of f the opponent’s draw which is perhaps the most devastating aspect of its effect. Run 2.

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Icarus Attack
Trap/Normal

Tribute 1 Winged Beast-Type monster to target 2 cards on the field; destroy them.
Need more removal? Icarus Attack can fill that void quite nicely. Best when use with Red Dragon Ninja, or generally any winged beast to dodge a targeting card effect, Icarus’ destructive power is a useful tool. Combos nice with Zephyros as well. Run 0-1.


2.3 Upstart’s Toolbox

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King of the Feral Imps
Rank 4/Dark/Reptile/Xyz
2300/2000

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; add 1 Reptile-Type monster from your Deck to your hand.
Arguably one of the best generic rank 4's in the game. By running Kagetokage, you not only boost your deck's rank 4 capabilities, but it allows your deck to fit in one of these as well. Combined with Upstart, you can quickly set up for big xyz plays, using upstart to summon Hanzo, search another Upstart, and overalying into King of the Feral Imp in order to search Kagetokage. Now you are a trap away from making a 3 material rank 4 play, and if King of the Feral Imp survives a turn, you can search another Kagetokage from your deck. Seeing as the reptile engine allows for a play that is an overall +2 while boosting the deck in other ways, he is especially useful, and not to mention potential DDV fodder. Run 1.

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Heroic Champion - Excalibur
Rank 4/Light/Warrior/Xyz
2000/1000

2 Level 4 Warrior-Type monsters

Once per turn: You can detach 2 Xyz Materials from this card; Until your opponent's End Phase, this card's ATK becomes double its original ATK.
Upstart gives you instant access to this OTK machine. Easy problem solver as well when you need something to run over big monsters with. Run 1-2.

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Blade Armor Ninja
Rank 4/Wind/Warrior/Xyz
2200/1000

2 Level 4 Warrior-Type monsters

Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up "Ninja" monster you control; that target can attack twice this turn.

Speaking of OTK, this card gets the job done even more efficiently. Don’t forget, if Red Dragon Ninja is out, you can target him with its effect for even more damage. Run 1-2.


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Lavalval Chain
Rank 4/Fire/Sea-Serpent/Xyz
1800/1000

2 Level 4 monsters

Once per turn: You can detach 1 Xyz Material from this card to activate 1 of the following effects:
• Send 1 card from your Deck to the Graveyard.
• Choose 1 Monster card from your Deck and put it on top of your Deck.

In terms of generic rank 4’s, this may be one of the most powerful ones released so far. Both of its effects add so much to the deck in terms of consistency, especially with 3 Call Of The Haunted. Upstart gives you instant access to him, and from an opening turn, it is easily the deck’s 2nd best opening play. Run 1.


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Daigusto Emeral
Rank 4/Wind/Rock/Xyz
1800/800

2 Level 4 monsters

Once per turn: You can detach 1 Xyz Material from this card to activate 1 of the following effects:
• Target 3 monsters in your Graveyard and shuffle them into your Deck; draw 1 card.
• Target 1 Non-Effect Monster in your Graveyard; Special Summon it.
With the amount of XYZ summons this deck can pump out, the ninja engine can sometimes run out of steam. In addition, though rare, you may even find your sole Avian in the grave and need to recycle it (or any Transformation target) to the deck. With Daigusto’s release, this deck has a toolboxed way to do so while also getting a draw. Very useful, run 1.


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Diamond Dire Wolf
Rank 4/Earth/Beast/Xyz
2000/1200

2 Level 4 monsters

Once per turn: You can detach 1 Xyz Material from this card to target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them.
With 18 traps, you can probably guess this deck’s worst enemy is Royal Decree. Well, at least it used to be. Diamond Dire Wolf is the definition of toolboxed answers, giving you a solution to that, and many other problems. If you truly want the extra deck to function as an open toolbox, run 1.


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Number 50: Blackship of Corn
Rank 4/Dark/Plant/Xyz
2100/1500

2 Level 4 monsters

Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls with ATK less than or equal to this card's; send it to the Graveyard, and if you do, inflict 1000 damage to your opponent. This card cannot attack the turn you activate this effect.

Another card that aids the deck in terms of having toolboxed answers. With Blackship, the deck has answers for pesky Spirit Reapers, Marshmellons, and other hard to kill monsters. When you side in Deck Devastation Virus, Blackship is an even bigger asset. Run 1.



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Number 16: Shock Master
Rank 4/Light/Fairy/Xyz
2300/1600

3 Level 4 monsters

Once per turn: You can detach 1 Xyz Material from this card to declare 1 card type (Monster, Spell, or Trap); that type of card (if Spell or Trap) cannot be activated, or (if Monster) cannot activate its effects, until the end of your opponent's next turn.
With the deck’s stun-tactics, introducing Shock Master in addition to any lock can easily spell game for an opponent. By using Call Of The Haunted on Hanzo or Upstart, you can easily pump out three level 4’s at a +1 in terms of advantage. Run 1-2.


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Evilswarm Ouroboros
Rank 4/Dark/Dragon/Xyz
2750/1950

3 Level 4 monsters

Once per turn: You can detach 1 Xyz Material from this card to activate 1 of these effects. Each effect can only be used once while this card is face-up on the field.
● Target 1 card your opponent controls; Return that target to the hand.
● Send 1 random card from your opponent's hand to the Graveyard.
● Target 1 card in your opponent's Graveyard; banish that target.

With 3 different effects, this card defines answer. At 2750, it is very likely it will end up destroying an opponent’s monster by battle as well. In this way, Ouroboros is the extra deck boss monster of sorts, and definitely can be used in variety of difficult scenarios. It’s even more useful when using the Virus cards. Run 1.


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Evilswarm Nightmare
Rank 4/Dark/Fiend/Xyz
950/1950

2 Level 4 Dark monsters

When your opponent Special Summons a monster(s) (except during the Damage Step You can detach 1 Xyz material from this card; change that Special SUmmoned monster(s) to face-down Defense Position.
Evilswarm Nightmare is our extra deck version of Vanity's Emptiness. It's even hard for Dragon Rulers to deal with when it has back row behind it. It does need some protection in certain match ups, but it can literally cause your opponent to overextend or it's presence can intimidate them out of making a move. It also can protect Avian from it's biggest weakness, which is getting run over by larger monsters, with Avian protecting it from card effects, etc. Fits in quite well with the current build that can make it on the first turn. Run 1.

2.4 Side Deck Choices:

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Macro Cosmos
Trap/Continuous


When this card resolves: You can Special Summon 1 "Helios - The Primordial Sun" from your hand or Deck. While this card is face-up on the field, any card sent to the Graveyard is banished instead.

Aside from Upstart and Call Of The Haunted, none of the deck’s main mechanics are hindered by Macro, unlike a significant amount of decks in the current meta. Even then, with Falcon, our deck is better equipped to work around it in comparison to any deck not meant for it. Run 2.


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Soul Drain
Trap/Continuous

Activate by paying 1000 Life Points. Monster Cards that are banished, as well as monsters in the Graveyard, cannot activate their effects (that start a Chain).
With Merlanteans being tier 1 and Dark World just being annoying, you’re going to want to side at least 2 of these along with Macro. Run 2.

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Eradicator Epidemic Virus
Trap/Normal

Tribute 1 DARK monster with 2500 or more ATK, and choose Spell Cards or Trap Cards; check your opponent's hand, all Spell/Trap Cards they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all cards of the chosen type.
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Deck Devastation Virus
Trap/Normal

Tribute 1 DARK monster with 2000 or more ATK; check your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all those monsters with 1500 or less ATK.

With the deck being able to consistently summon Dark Simorgh, it is able to effectively run the virus cards. With prophecy expected to be tier 1 and a large number of decks playing either a lot of traps or a lot of spells, EEV will always be a good side. DDV is less effective after Wind-ups got hit, but it still can be used against some decks, such as Merlanteans. Run 2 of each though for extra outs in against Water and rogue decks.



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Mind Crush
Trap/Normal

Declare 1 card name; if that card is in your opponent's hand, they must discard all copies of it, otherwise you discard 1 random card.
The most effective way to play this deck is focusing on advantage. With Mind Crush, not only can you hinder your opponent’s attempts to generate advantage, you can disrupt their key plays and reveal their future ones. This card is especially live when siding it alongside the viruses. Run 2. As of late, maining 2 in place of Anti-Spell Fragrance has proven to boost the deck's game 1 performance.

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The Transmigration Prophecy
Trap/Normal

Target 2 cards in the Graveyard(s); shuffle those targets into the Deck(s).
With the deck being able to utilize a card that recycles stuff back to the deck, and a large number of deck’s that rely on specific cards being in the grave, Transmigration Prophecy makes for a great tech/side that can either be used to benefit you or hinder the opponent. Run 0-1.

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Mischief of the Yokai
Trap/Normal

Each face-up monster on the field loses 2 Levels, until the End Phase. You can remove from play this card from your Graveyard to select 1 face-up monster and reduce its Level by 1, until the End Phase. This effect cannot be activated the same turn this card is sent to the Graveyard.
With Upstart's ability to dump traps from the hand and Lavalval Chain being able to dump cards from the deck, this card can become a really nice tech in the right match ups. Since the main heavy hitters of this format (Dragon Rulers and Evilswarm) both rely on xyz summons for their respective ranks, this card can disrupt/slow them down. Run 0-1.

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Reptilianne Vaskii
Level 8/Dark/Reptile
2600/0

This card cannot be Normal Summoned or Set. This card cannot be Special SUmmoned except by Tributing 2 face-up monsters with 0 ATK on either side of the field. Once per turn: you can destroy 1 face-up monster your opponent controls. There can only be 1 face-up "Reptilianne Vaskii" on the field.

With the addition of the Reptile engine, we can now afford to run 1 of these in the side for the current format. Being that Dracossack should indefinitely be expected, it comes in handy to have yet another searchable out. Run 0-1, as preference depending on how heavily you want to side/plan for Dragon Rulers.


2.5 Other Tech Choices

With Upstart’s effect taking advantage of dead traps, it pays off to run a few tech’s in this deck, even if they are sometimes situational. The following are some traps you might consider as you are making your own build and personalize it to cater to your preference/playstyle.


Torrential Tribute
Bottomless Trap Hole
Compulsory Evacuation Device
The Huge Revolution Is Over
Starlight Road
Dark Bribe
Mirror Force
Dust Tornado
Fake Trap
Dimension Gate
Copy Knight
Judgment of Anubis
Breakthrough Skill
Pinpoint Guard
Prohibition
__________________
Oni No Hanzo (鬼の半蔵), Creator of OniDAD and Bloody Mist Village Ninjas

Quote:
Originally Posted by YugiohExpert98 View Post
Trust me, shut up and let him play what he wants .

Quote:
Originally Posted by Aziz Ansari
I'm really stepping up my game, these ******* better start paying me for this. Can't get no more free randy!

Last edited by diabound777 : 05-24-2013 at 07:09 PM.
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Old 04-23-2013, 01:33 AM   #2
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3. Strategy Guide

The best comparison for the playstyle of this deck is a more consistent Dino Rabbit. Using Hanzo and RoTA, the deck has an extremely high chance of opening with what's needed to bring out Apex Avian following your first turn. Not only that, but factor in the possibility of opening with NAT and Upstart as another way of bringing him out, the deck almost always consistently brings out it's "Laggia" of sorts in the opening turn. Using Avian in a similar fashion, the deck uses extensive backrow to force your opponent into a grind out game, luring them into over extension. However, it's the deck's other mechanics which imo make it superior. Focusing on Advantage, in terms of hand as well as field presence, the deck uses stun not in order to create locks, but simply to disrupt. Using said disruption, and operating efficiently, it is able to compete with an otherwise overpowering meta.

Instead of 1900/1700 Vanillas the deck features Mist Valley Falcon. In addition to fueling Avian's negation, Falcon recycles ninjitsu arts, Fiendish Chain, Call Of The Haunted, and can even bounce Hanzo's back to your hand just by attacking. Getting over the bothersome TKRO, Falcon is a key in the deck's consistency, allowing it to generate advantage and stage comebacks from broken set ups.

Nevertheless, after bringing out Avian, the deck has several other follow up plays centering around it's other ninjas: Upstart Golden Ninja, Sazank, and Red Dragon Ninja. The first, Upstart, is a widely discredited card. Using it's effect, while costing a trap (of which I run 18) allows me to summon a Hanzo who then searches another ninja (usually another upstart). In other words, I essentially +1 in order to summon a rank 4 (warrior exclusive ones included) as well as ensuring a follow up play next turn by adding another Upstart to my hand. Some may have their qualms about the card, but since the deck focuses on advantage, he is actually the perfect side kick for Hanzo.

The second ninja, Sazank is perhaps the best spot removal in the game. The specific wording in its effect to send a monster to the grave, rather than destroy, allows it to get over essentially anything, especially when attacked in the battle phase. Not only this, but it adds another target for Hanzo to search when special summoned, as well as a rank 3 engine of sorts when used with Red Dragon Ninja and Duplication, leading into the last ninja.

Red Dragon Ninja, as many may know, is a card I feel very strongly about. It seems few understand the power of this card, but put simply, it wins games. This deck, as stated, focuses on advantage. After luring my opponent into using the majority of their resources, spinning one of their last few cards and cutting off their draw (as well as revealing what the set card was) essentially functions as an archetypal Yata-lock. Instead of giving my opponent the chance to top deck that MST, Heavy Storm, BLS, Dark Hole, etc., I trap them in a loop.

This, however, is not Red Dragon Ninjas only use, as it functions as a rank 3 engine of sorts by using Duplication to tutor two Sazank from the deck. Utilizing it in your opponent's end phase can essentially lead to 3 of the deck's marquee plays: an OTK, a costless shock master, or a 3 card Falcon-Avian set up.

The final aspect of the deck's strategy revolves around Dark Simorgh. The crippling Anti-Spell Fragrance combo is capable in this deck, but that, however, is not where Simorgh shines. In fact, Simorgh's value comes from his understated revival effect. Initially seeming like a harsh -2, forcing you to banish 1 Wind and 1 Dark monster, the deck actually makes use of this effect rather effectively. With Avian bouncing itself and Falcons to your hand in order to negate cards, Simorgh will almost always have Wind fodder for his effect. Nonetheless, it is the inclusion of Strike Ninja which really makes it all possible, giving the deck a searchable dark for exactly this purpose. Using the Rise Simorgh, Rise! combo, you can effectively bring Simorgh from the deck to your field as a product of an Upstart play. With it's built in stun effect and it's ability to be special summoned from the grave, Simorgh has become a huge part of the deck by helping preserve field presence and making use of that in-hand Avian. It's strongest attribute, however, is definitely its ability to be used with both of the side-decked Viruses, making it even deadlier game 2 and 3.

All that said, there are still so many ways in which you can play this deck depending on playstyle/preference. In a match, the deck typically succeeds most by aiming to stun game 1, then using removal/disruption to grind out game 2 and 3 and win by focusing on Advantage. As such, it is important to understand the secrets of good side decking, paying attention to specific match ups and planning based on every aspect of the game, such as going first or second. Most recently, the deck has incorporated the reptile engine in order to boost its rank 4 consistency. A lot of the decisions will ultimately come down to meta calls, being that the deck is truly representative of an Anti-Meta build that uses the ninja/mist valley engine.


4. Deck Combos

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Duplication (OTK, Falcon-Avian, or Shock-Lock)

All you need is Hanzo and a ninjitsu art card in your opening hand. Summon Hanzo to search the other ninjitsu art you need, then as stated, use it in an opponent's end phase. Activate NAT to summon Red Dragon Ninja, banishing Hanzo to spin one of their set cards. Next, use duplication to tribute Red Dragon Ninja and tutor out two Sazanks (setting if needed to clear opponent's monsters). In your turn, flip and overlay them into Leviair who can then special summon Hanzo, allowing you to search a ninja from your deck (Upstart Golden Ninja). Now you have 3 options, depending on your hand. If you have a trap on hand, you can do as follows:

Summon Upstart Golden Ninja and use his effect to discard a trap and summon Hanzo, allowing you to search another ninja (+1). Now, if the opponent's field is clear/vulnerable, you can OTK by overlaying Upstart with the newly summoned Hanzo to make Blade Armor Ninja. Now you will have exactly 8000 damage on the field, stemming from 3 cards (Hanzo, a Ninjitsu Art, and Trap). A more consistent approach than the OTK is to use all three ninjas to overlay into Shock Master. This formation gives you a more secure way to continue to lock out your opponent without risking things like Gorz, Trag, etc. In addition, Red Dragon Ninja's effect gives additional assistance in reading what to call with Shock Master's.

The other option differs from the other two, whereas instead of a trap you require Mist Valley Falcon to be present in your hand (or some way to summon it). Essentially, instead of summoning Upstart, you summon Falcon whom you attack with in order to bounce the NAT left behind by Red Dragon Ninja. Then, using it in your opponent's next standby, you can then tutor out Apex Avian. Once again, you will have an established field (Falcon, Avian, and Leviair) all from essentially 3 cards (Hanzo, Ninjitsu Art, and Falcon). In either case, the amount of advantage generate from this one play is staggering (not to mention the amount of deck thinning it results in).
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The Ultimate Triangle (Avian-Falcon lock)

All you need for this is Hanzo, NAT, and CoTH in your opening hand. With 2 Dualities, RoTA and 3 of each combo piece, this happens more often than one would think. Summon Hanzo to search another NAT, then in your opponent's standby phase, use it to bring out Avian, following with CoTH to bring back Hanzo and search a ninja. Finally, use your last NAT to bring out a Falcon, and now you have 2 lines of negation, and in your turn, when/if you attack with Falcon you can bounce CoTH. Perhaps the best play in the deck.
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Costless Shock Master

All you need is CoTH, a spare trap, and a Hanzo in grave. Simply use CoTH on Hanzo, search Upstart and summon it to use it's effect to bring out another Hanzo and search another Upstart. Now you can make shock master or any rank 4 xyz that needs 3 materials.
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Elite XYZ OTK

For this you need a grave with either Upstart or Hanzo as well as Zephyros and will need two cards: CoTH+a spare trap. Simply use CotH to bring back Hanzo/Upstart, where in the case with Hanzo you search Upstart to summon it. Then using Upstart's effect summon another Upstart (in the case of reviving Upstart with CoTH, summon Hanzo to search a Upstart you can then normal summon). Then, overlaying Hanzo with the used Upstart, overlay into Blade Armor Ninja. Next, special summon Zephyros from the grave and bounce CoTH to your hand in order to discard it for a second Upstart effect, summoning Hanzo and searching another ninja. Now overlay Upstart and Hanzo into Excalibur and you will have 10,000 worth of attack power on the field. If zephyros is not in your grave, you can adjust the combo overlaying the first Hanzo+Upstart into Lavalval Chain and dump it that way. The only issue is at the end of that combo there will only be 7,800 worth of attack power on the field, but in many occasions, this will still be enough. Similarly, in late game scenarios where you may have too many of your Hanzo's/Upstart's in the grave, you can summon Daigusto Emeral for the first rank 4 to recycle the ninja engine as well as draw a card, making the combo essentially costless advantage wise.
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Red Dragon Loop

Using CoTH and Falcon, you continously revive and destroy Red Dragon Ninja by bouncing CoTH with Falcon when you attack. Once Red Dragon Ninja's effect goes off 2-3 times you'll usually win the game. The combo also serves as a good way to bring out Avian since it's not abnormal to have a dead NAT waiting around for Falcon to bounce and use on Red Dragon Ninja.
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Rise Simorgh, Rise!

Essentially, you will more times than not have a wind monster on hand from negating with Avian. This combo is a way to give you instant field presence for OTK scenarios, or just to bring out Simorgh in general. All you need, not counting Avian/a wind monster, is Upstart and a trap. Essentially, assuming you used Avian to negate a card, you can use Upstart to summon Hanzo and search Strike Ninja. Next, overlay into Lavalval Chain and dump Simorgh, following up by banishing Avian and Strike Ninja from your hand to revive it with it's effect. Really useful way to make one of your boss monsters live without much set up.
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Sacred Phoenix of the Mist Valley


This is a nice little combo that relies on three cards, Hanzo, CoTH, and PWWB. Basically you do the usual Hanzo summon to search NAT and bring out Avian in the opponent’s standby phase. Assuming the opponent will bait Avian’s negation, you then will be set up to use PWWB to eventually spin one of their cards and potentially cut of their draw, all while setting up to bring back Avian via CoTH and field yet another negation. Accounting for the first negation, the spun card, the lost draw, and another possible/eventual negation by Avian, the play is a game-changer. Consistency of combo of course depends on the amount of PWWB you run.
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Hanzo-to-Upstartokage


This combo is exactly as it sounds - confusing. Nonetheless, it is worth understanding. All you need is Hanzo in the grave, Call Of The Haunted, Kagetokage, a trap, and preferably a full ninja engine in your deck. Simply use CoTH on Hanzo, search Upstart. Then summon Upstart, chaining Kagetokage. Now, using Upstart's effect, summon another Upstart, and overlay Hanzo with Kagetokage into Lavalval Chain. Using it's effect, mill Zephyros, and summon it to the field by paying 400 lp and bouncing CoTH (or another continuous trap). Next, send that trap (or another) to the grave as cost for Upstart's effect to summon another Hanzo and search another Upstart. Now, you can overlay both Hanzo and Zephyros into Evilswarm Nightmare, and both Upstarts into Starliege Paladynamo. This can be a follow up move against Dragon Rulers (or any deck), getting out Paladynamo to an out for whatever they have on the field, and backing it up with Evilswarm Nightmare to slow them down.
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Nightmares of Avian

Using Upstart, a trap, NAT and Kagetokage, you can bring out Avian and Evilswarm Nightmare on the first turn. Simply summon Upstart, chaining Kagetokage. Next, use Upstart to bring out Hanzo and search another Upstart. Finally, overlay Hanzo and Kagetokage into Evilswarm Nightmare and set NAT to bring out Avian in the standby phase. Great opening play to recognize when available.
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Up from the Start


This combo refers to the advantage it offers. By opening with Upstart, a trap, NAT and CoTH, you can essentially bring out Avian while setting up for a huge xyz play next turn. This is done by summoning Upstart, using his effect to summon Hanzo and search Upstart. Now, overlay into King of the Feral Imps, detach Hanzo and search Kagetokage. Next set NAT and CoTH, and in the standby phase use CoTH on Hanzo, searching a ninja, and chaining NAT to summon Avian. While you use 4 cards for the combo, you also added 3, meaning you'll have 5 in hand after everything is said and done, and 6 if Avian negates something. All of this and you thinned your deck by 5 monsters boosting your probability of drawing a trap in order to follow up with another Upstart play (in addition to Kagetokage). If King of the Feral Imp survives next turn, after your draw you'll have 8 by searching another Kagetokage. It may not be a hand full of spell books, but it is an enormous amount of deck thnning, and rank 4 options just waiting for you to abuse.
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Throw away the Key


Once again this combo relies on Upstart, a trap, Kagetokage, and the Ninjitsu Art of Shadow Sealing. This combo will be relevant after the release of Key Beetle. By summoning Upstart, chaining Kagetokage, and using Upstart to summon Hanzo from the deck and search a ninja, you can now overlay Kagetokage and Hanzo into beetle. Next, by using it's effect on Shadow Sealing from when you set it, you will have a protected spot removal ready to be triggered. With Master Key Beetle, that card won't be going anywhere any time soon, and against xyz decks, you may even sacrifice the card being that most xyz monsters are useless without materials that they lose when banished. Good combo that makes Shadow Sealing even more viable in the future.
5. Deck Skeleton


General skeleton of what is absolutely essential to running this deck. You can play around with some of the numbers, but for the most part, you want to stick to them. This is it updated for the March 2013 format with Dragon Rulers and Evilswarm as the main predicted match ups.



Monsters 16

3 Mist Valley Falcon
3 Ninja Grandmaster Hanzo
3 Upstart Golden Ninja
3 Kagetokage
2 Strike Ninja
1 Blackwing - Zephyros the Elite
1 Mist Valley Apex Avian

Spells 4

2 Mystical Space Typhoon
1 Monster Reborn
1 Reinforcement of the Army

Traps 13

3 Call Of The Haunted
3 Ninjitsu Art of Transformation
3 Fiendish Chain
2 Vanity's Emptiness
1 Solemn Warning
1 Solemn Judgment

Extra Deck 10

1 Heroic Champion - Excalibur
1 Evilswarm Ouroboros
1 Evilswarm Nightmare
1 Number 16: Shock Master
1 Number 50: Blackship of Corn
1 Blade Armor Ninja
1 Diamond Dire Wolf
1 Lavalval Chain
1 Daigusto Emeral
1 Maestroke the Symphony Djinn
1 Gagaga Cowboy


6. Specific Match Ups

It's often asked how this deck matches up with other decks, as well as specifically what should you side in or out for each match up. In order to help out, being that this is an important part of understanding this deck, I have made a generic guide that should give you somewhat of an idea of what to do for the top 4 match ups: Prophecy, Evilswarm, Water, and Fire Fist (*update: now includes Dragon Rulers as well*). The key word, however, is "generic." This is made in a general sense, and you should always account for an opponent's playstyle, personal tech's, as well as if you are going first or second. Most of these decisions were made by siding out ineffective (or less effective) cards in order to fit in hard counters, or cards that fare better.

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Sample Main Deck (pre-LTGY)

Prophecy

The main additions are 2 Macro, 2 Mind Crush, and 2 EEV, in exchange for Sazanks, Mirror Force, Starlight Road, 1 Fiendish Chain and Duplication. Since priestess tends to pop those cards before they are of use, or they are simply negated, they are dropped for hard counters which if used from early on can ensure game or at least disrupt them. EEV is auto-win at pretty much any point, and the main decked anti-spells also put in work.

Evilswarm

Once again, EEV is a primary addition, as well as 2 CED, Dust Tornado, and the third Sazank. Taking out Mirror Force, Duplication, Zephy, Starlight Road, and the 2 Anti-spells, the deck drops semi-non effective cards for more spot removal. In addition, EEV and the added backrow removal helps combat their heavy back row.

Water

In this instance I add in 2 Macro, 2 Soul Drain, 2 Mind Crush, MST, and DDV, taking out Sazanks, Zephy, both Anti-Spells, Mirror Force, Starlight Road and Duplication. Macro and Soul Drain put them in a tough situation and DDV can drain a lot of their resources. The extra MST is to shut down their sphere plays. Mind Crush allows for you to disrupt the searches they get.

Fire Fist

For this match up, the key additions were 2 EEV, 2 CED, 2 Mind Crush and MST, taking out Sazanks, Mirror Force, Duplication, Vanity's, and Starlight Road. These adjustments were mostly made to shut them down via virus or disrupt their plays with added back row/back row removal. Mind Crush shuts down Tenki searches, making them a lot easier to deal with as well. By taking out Sazank who is likely to get popped and other less effective cards, the deck makes room for hard counters.


*Update, NEW SAMPLE DECK*

Dragon Rulers

The first thing you will notice is there are 8 stun cards. That is because that is exactly what is needed in order to consistently have a means of slowing them down. Avian (and even Avian with Falcon) is nowhere close enough to being capable of stopping them, or even slowing them down. Instead, you must rely on Avian in order to protect whichever stun mechanics you have available in order to lock them out long enough to secure victory. This can be done through either Macro Cosmos, Vanity's, or Mind/Soul Drain. When combined together, it becomes even more devastating. The Kagetokage's help give you the much needed Evilswarm Nightmare and Shock Master access. By packing all this stun and still having a good amount of removal, you can have a good chance of winning even when going second. All in all, siding into something like this should prove to be surprisingly effective and consistent against them. It will take some adjusting in terms of the build itself, but as stated,as an anti-meta build, adjusting to the meta is what the deck is designed/supposed to do. note: All sample decks and side adjustments were made prior to the current deck list. For a current deck list example, view the "Oni No Hanzo's Current Build" section.



7. Life After LTGY


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With the release of Dragon Rulers, the worst of what was feared for the TCG has become a reality. Nonetheless, the village will find a way to survive with the help of Kinjutsu, specifically the new combos afforded by the reptile engine. Though having to change from its past ways, the village may prove to be even stronger than before when the dust settles.

Based on the current meta, the past tactics of Anti-Spell Fragrance, Red Dragon Ninja and Dark Simorgh have been nullified with decks reducing their back row. Not only this, but in match ups against the feared Dragon Rulers, they can be potentially dead and ineffective, lowering our chance of victory game 1. Knowing that with the side deck, it becomes possible to win any match, based on a strong showing whenever going first, game 1 becomes even more important as a key game in which you can tip the scale in your favor. In order to boost game 1 performance in the presence of an immense power creep, the deck simply resorted to a meta call of sorts, being that it is, after all, an anti-meta deck.

By taking out cards that are ineffective against Dragon Rulers and other notable characters from “the big 4,” the deck aims to focus on being ready for a wider-scale of match ups by maining cards that were once sided. Changes such as maining double Compulsory Evacuation Device with two Phoenix Wing Wind Blast, have really helped compete with the increase of problem monsters. To the same extent, it may even be time to consider Ninjitsu Art of Shadow Sealing. With the amount of times Hanzo gets summoned/bounced and resummoned, in addition to the times when you draw multiple NATs, NASS gives us a synergetic method of removal that is searchable. This is especially helpful since the deck almost everyone will be running tends to end their first turn with Dracossack, whom is immune to destruction by card effect or battle. Seeing as how most of them don’t main MST (and fewer decks are), you are more likely to find the benefits from this card this format. Other new tech choices such as Mind Crush in the main have allowed us to keep up with the mass searching, as well as giving us a useful way of reading the opponent’s plays from seeing their hand. Finally, in place of high level or defensive monsters, the deck now mains a reptile engine that boosts its rank 4 capabilities while giving it new ways of building advantage.

This is all thanks to the synergy of Upstart and Kagetokage. Using Upstart, you can summon Hanzo from the deck and search another Upstart for the typical +1. Now, however, you can go into the rank 4, Kingof the Feral Imp in order to search Kagetokage for another +1. Not only have you boosted your hand advantage, but you’ve also managed to thin the deck by 3 monsters, AND set up for a powerful follow up play with Kagetokage and Upstart in hand. When they are already in hand, Kagetokage, along with Upstart, can lead to an array of plays such as first turn Evilswarm Nightmare + Mist Valley Apex Avian and many more. With Call Of The Haunted and Kagetokage (with Hanzo in the grave) you can bring out Starliege Paladynamo, Evilswarm Nightmare, and Lavalval Chain. Impressed? You should be.

By giving the deck a boost to its rank 4 possibilities and essentially becoming “rank fortified,” the deck now can focus on abusing both members of the ninja duo for strong opening plays. Even more so with the release of Number 66: Master Key Beetle, the deck is truly beginning a slow but necessary evolutionary process. This is because, by adjusting to this format, this deck has somewhat switched styles. Now, it primarily focuses on stun, conceding to its inability to consistently keep up with the meta for the long term. Knowing this, it has a side full of stun cards for all things meta, and with Avian and the soon to be release Master Key Beetle, you better believe they will be protected. Cards like Vanity’s, Macro Cosmo, Soul Drain, Mind Drain, Anti-Spell Fragrance, and both of the viruses, all contribute towards allowing this deck to counter the widest scope of what can be expected in a competitive scene. By being able to consistently get them out with the proper protection to keep them in place, the deck becomes deadly in terms of matches. That being said, Hold onto your safe zones and a few extra Strike Ninjas/Kagetokage’s, for they may come in handy in the future.

For now though, the added removal and reptile engine have given the deck a much needed boost in order to compete in what is sure to be a OP format. As an anti-meta deck, these changes are all of course based on meta calls and should be made accordingly. Nonetheless, even against rogue decks, the added cards still seem to perform well.

8. Rulings

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Mist Valley Apex Avian

Important to Note:

• Bouncing a Mist Valley card for the negation is part of the effect, not a cost
Mist Valley Apex Avian can bounce itself in order to negate an effect’s activation
• If the Mist Valley card targeted is for whatever reason unable to be sent to your hand, the negation does not occur
• It can negate the effect of any card, monster, spell, or trap
• Its effect is a quick effect and can activate during the damage step; similar to Laggia/Dolkka
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Red Dragon Ninja

Important to Note:

• When Red Dragon Ninja is summoned, as a fast effect, his effect initiates immediately as long as summon is not negated (i.e. the opponent cannot chain bottomless/torrential/etc. before you target a card)
Red Dragon Ninja only gains his effect when summoned as part of a chain link 1 (i.e. if you summon Hanzo, then chain transformation to his effect, or any other card, in order to summon Red Dragon Ninja, the chain would resolve and Red Dragon Ninja’s effect would miss timing.)
• If Red Dragon Ninja’s effect targets a card, and the opponent chains another card in response, they can then activate the targeted card within the same chain link.
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Dark Simorgh

Important to Note:

• The opponent cannot activate card effects that set cards, such as Book of Moon, Maestroke the Symphony Djinn, etc.
• If you chain a card that results in Simorgh being summoned to the field, in response to an opponent’s card effect that set’s a card on the field, the opponent’s card resolves without effect (i.e. chaining Call Of The Haunted on Simorgh to the summon of Brotherhood of the Fire Fist - Tiger King, etc).
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Mist Valley Falcon

Important to Note:

• Its effect is a continuous effect, and therefore does not activate; it is a cost for attacking.

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Ninja Grandmaster Hanzo

Important to Note:

• When summoned on any part of a chain after chain link 1, the chain resolves and his effect misses timing (i.e. chaining Call Of The Haunted to an opponent’s Mystical Space Typhoon and targeting Hanzo).
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Ninjitsu Art of Transformation


Important to Note:

• Tributing a ninja is a cost, not part of the effect (i.e. the opponent cannot use cards like Forbidden Lance, or even target the ninja after Transformation’s activation).
• Transformation can be activated under cards like Macro Cosmos, Dimensional Fissure, etc. The tributed ninja does not have to end up in the graveyard.
• Transformation can bring out any monster of the stated type that is between less than or equal to the targeted monster's level, or up to 3 more than it's own. (i.e. NAT on Hanzo can bring out any winged beast level 1-7).

(note: Other Useful Link: Definition of Cost and its Place in a Chain)
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Vanity’s Emptiness

Important to Note:

• The “Your” in front of graveyard specifically refers to the person who control’s the card (i.e. Vanity’s will not be sent to the grave if a card is sent to the opponent’s graveyard).
• Cards that result in special summoning cannot be activated after Vanity’s effect resolves (i.e. you CANNOT use Ninjitsu Art of Trasnformation, tribute a monster and special summon under the pretense that a card has been sent to the grave).

Generally Informative Ruling Links:


http://www.yugioh-card.com/en/gamepl...ts_timing.html

http://yugioh.wikia.com/wiki/Cost



9. Future Support


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Number 66: Master Key Beetle
Rank 4/Dark/Insect
2500/800

2 Level 4 DARK monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 other card you control; while this card is face-up on the field, that target cannot be destroyed by card effects. If this card would be destroyed, you can send 1 of those targets to the Graveyard instead.

This card will vastly improve our extra deck, as well as giving us an official reason to boost our counts on Strike and Kagetokage. With the ability to protect back row, and even literally use it to protect itself, Master Key Beetle is a lot like an extra deck version of Avian in terms of function. Being that the deck has largely adjusted to using stun, getting this out on the first turn can many times be just as effective as getting out Avian. With Kagetokage, Hanzo and Call Of The Haunted, you can bring out both. If we had more space I'd say run 2, but for now (or when it comes to tcgland) run 1.


(T'Lion variant designed by Telvin 123)

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T'Lion the Mesmerizing Maneater
Level 4/Earth/Insect
1600/1200

This card is unaffected by "Hole" Normal Trap Cards, except "Dark Trap Hole." When this card is Normal Summoned: You can add 1 "Hole" Normal Trap Card from your Deck to your hand, except "Dark Trap Hole." When this card is Special Summoned: Target 1 Spell/Trap Card your opponent controls; destroy that target.
As the days go on, new cards arrive. And this, my friends, is one great card. Call her Hanzo's partner in crime, because that's exactly what she is, as she plays a similar role. When Normal Summoned, she searches out any "Trap Hole" card straight from your deck. From the ever fearsome Bottomless to the original Trap Hole itself, they're all searchable now. By throwing her into the deck, we no longer have to rely on drawing Hanzo first turn, as Trion sitting among backrow is fearsome enough. With her arrival, we cover one of our few weaknesses: Monster Removal. By having searchable outs to any monster, we simultaneously take off a lot of stress from Apex. And to top it off, she can pop one of your opponent's backrow whenever she is special summoned. You can easily get her second effect by using either Transformation or Call Of The Haunted. Her presence alone has easily proven to be able to take the deck in an entirely new direction, so as a result we are glad to have her. If following the regular build, run 1. 3 copies in a dedicated build.


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Bottomless Trap Hole
Trap/Normal

When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it instead of sending it to the Graveyard.

Forget Trap Hole cards, this is one of the best traps period. Banishes the monster, which essentially gets rid of it for good. And it's now searchable. Awesome. Run as many copies as allowed, which is currently 2.


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Trap Hole
Trap/Normal

When your opponent Normal or Flip Summons a monster with 1000 or more ATK: Target that monster; destroy that target.
The original Trap Hole! Good against decks that rely too much on their normal summon, like Fire Fist or Verz. Run 0-2


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Void Trap Hole
Trap/Normal

When your opponent Special Summons a monster(s) with 2000 or more ATK: Negate the effects of one of those monsters with 2000 or more ATK, and if you do, destroy it.
A more restrictive version of Bottomless due to needing the monster to have at least 2000 attack, but due to it now being searchable it's quite a decent card for the format. It can basically take out almost any Synchro or XYZ, as well as BLS, an E-Dragon, etc. Run 0-2

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Mesmerizing Trap Hole
Trap/Normal

When a monster on your opponent's side of the field that was Special Summoned this turn activates its effect: Negate that effect, and if you do, destroy that monster.
The newest addition to the Trap Hole archetype. This card has its advantages and disadvantages over Void Trap Hole, it's main advantage being that it can hit monsters that Bottomless and Void cannot touch. BUT, at the same time, especially if you searched it, your opponent can simply choose not to use their effect, thus rendering it dead for that monster. And speaking competitively, you shouldn't take that chance. It can't even hit an Elemental Dragon that has been summoned, which also sucks. Run 0-2, but I wouldn't recommend running both this and Void. Choose only one of the two traps.


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Deep Dark Trap Hole
Trap/Normal

When a Level 5 or higher Effect Monster(s) is Special Summoned: Banish that Level 5 or higher Effect Monster(s).

The last Trap Hole card worth mentioning. This card is particularly nasty, as it banishes the monster outright, but it doesn't even destroy it like Bottomless would. This means it gets over Stardust and other monsters with immunity to destruction. What's truly amazing about it though is that it is a great card against 3 of the top decks: Elemental Dragons, Prophecy, and Mermails. If you're running a Trion build, I'd definitely run this. Run 1-2 in the Side Deck.


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Kamaitachi
Level 4/Fire/Beast

When this card is destroyed and sent to the Graveyard: Target 1 face-up monster your opponent controls; destroy that target, and if you do, inflict 500 damage to your opponent.
If you're running the Trion build, you most likely had to forgo your Sazanks and Duplication. Sazank is our best counter to one of the most annoying cards in the game: Evilswarm Ophion, who can shut our deck down. So without Sazank, how do we get past it easily? With this card of course. Whenever it's destroyed, you can target any monster your opponent controls, and destroy it, and they'll receive 500 burn damage. And to top it off, it's a Transformation target! For those of you who are running the Trion build, or are contemplating keeping Sazank in your deck, this card is definitely a viable replacement. Run 0-1 in the Main Deck. 1-2 in the Side Deck.


10. Oni No Hanzo's Current Build (constantly being updated)

Quote:
Officially settled on the reptile engine with 3 Kagetokage and 2 Strike Ninja to facilitate first turn Beetle/Nightmare. Changes have led to a consistent 84% chance of opening with either Avian, Beetle, Both, or getting a +1 with King of the Feral Imps. With a lower amount of dead openings, and the possibility of conflicting with Upstart/Kagetokage, I've decided to drop PoD since the consistency boost is no longer needed as much as when the deck solely depended on Hanzo for its strong openings.

In its place, I suggest side deck cards which you think will be effective for your particular meta, such as Mind Crush, ASF, or Mischief of the Yokai. I decided to go with the latter since it has amazing synergy with Upstart, and can be huge in Dragon Ruler/Evilswarm match ups.

11. Credits

Props to Terrorking, Deckcrafter001, Telvin123, Electric Soldier and all those who made/contributed to the general ninja guide as well as the first Bloody Mist Village Ninjas (March 2013) thread.
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Old 04-23-2013, 02:32 AM   #3
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With the dark background of Pojo, the words are too hard to see...
You should use lighter/brighter colors.
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Old 04-23-2013, 03:01 AM   #4
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2nd... damn. Great thread. Can't wait to see how the build grows and evolves.
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Old 04-23-2013, 03:09 AM   #5
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Yeah, I use the Dark skin and those colors are extremely hard to read without highlighting. Subbed.
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Old 04-23-2013, 03:12 AM   #6
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Is the silver better? I kind of want to leave the dark red for the theme. I can see it pretty well on my screen.
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Old 04-23-2013, 03:51 AM   #7
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Can't even read the thread. Try again.
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Old 04-23-2013, 04:27 AM   #8
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Subbing! I agree the colors are a little dark, but the content looks good.
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Old 04-23-2013, 04:37 AM   #9
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I would go for a lighter shade of red. I really struggled to read it, myself.
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Old 04-23-2013, 04:55 AM   #10
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Subbed indefinitely (or until i get bored).
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Old 04-23-2013, 05:09 AM   #11
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^what everyone else said about the visibility. I know we're ninjas but cmon dude. Well done otherwise especially with the links. Makes it much easier for me vs people of dn.
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Old 04-23-2013, 05:17 AM   #12
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I think we should add Thunder spark Dragon to the list? '

Since our Extra Deck is essentially a toolbox, that needs answers to as many threats as possible, it'd be a viable candidate.

A Dark Hole effect is nothing to scoff at, and it'd be kinda nice to have, considering that we can't use Dark Hole efficiently in here.
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Old 04-23-2013, 05:28 AM   #13
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I've considered thunder spark dragon before, but our extra deck space is pretty tight.
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Old 04-23-2013, 05:40 AM   #14
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Quote:
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I would go for a lighter shade of red. I really struggled to read it, myself.
Agreed, and subbing.
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Old 04-23-2013, 05:48 AM   #15
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first: nice work with the guide, gj diabounder. but i agree, i lighter red would be nice =)

second: maybe you could add (ruling section), that apex works in the dmg step (which makes him not only a laggia, but also a dolkka^^)

third (only real question): with 2 mained VE and only 2 s/t removal cards (mst - besides PWWB and IA) - dont you get problems in the fire fist matchup? i think VE is not very stronk against fire and the deck lacks some main-deck answers to fire (even more, if you main EEV instead of ASF*). do you still play 1-2 Mirror Force in the main? i just cant get my head around this one.

*of course EEV is not weak versus fire, but it seems that ASF would be easier to access
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Old 04-23-2013, 06:38 AM   #16
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Finally a fu***** great strategy guide! Subbed & thanks.
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Old 04-23-2013, 08:26 AM   #17
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******* FINALLY!

Oh and subbing in case this post wasn't clear.



+1

XD
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Old 04-23-2013, 09:38 AM   #18
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Thanks everyone, I switched to a lighter color. Hopefully it's easier to read.

@Telvin123 - Space is tight, but my main problem with Thunderspark is it has little follow-up. It's literally just a 1-time monster field nuke, which this deck rarely needs, hence the absence of Dark Hole. IMO Ouroboros is the better three-material rank 4 since it's effect is much more versatile, and it remains a threat after you use it (especially if you reserve it's bounce effect for the next turn). Not to mention the 2750 attack helps us tremendously since our main deck caps out at 2700.

Quote:
Originally Posted by Ladro View Post
first: nice work with the guide, gj diabounder. but i agree, i lighter red would be nice =)

second: maybe you could add (ruling section), that apex works in the dmg step (which makes him not only a laggia, but also a dolkka^^)

third (only real question): with 2 mained VE and only 2 s/t removal cards (mst - besides PWWB and IA) - dont you get problems in the fire fist matchup? i think VE is not very stronk against fire and the deck lacks some main-deck answers to fire (even more, if you main EEV instead of ASF*). do you still play 1-2 Mirror Force in the main? i just cant get my head around this one.

*of course EEV is not weak versus fire, but it seems that ASF would be easier to access
*I still play 1 Mirror Force in the main, but in terms of Fire, it's not that bad of a match up (especially prior to their support). Simorgh affects them so heavily and if you are maining Anti-Spell, the lock pretty much shuts them down with most of them only having tour guide as an answer (at this point in the TCG). ATM, I main IA and PWWB though, so there's definitely a good amount of removal currently in my build.

*I'll add in the thing about Avian and the damage step, but yea. I thought the ruling section would be especially helpful for people who play online. The links definitely makes it easier having them all in one place.

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******* FINALLY!

Oh and subbing in case this post wasn't clear.



+1

XD
xD better here than in the other thread
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Trust me, shut up and let him play what he wants .

Quote:
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I'm really stepping up my game, these ******* better start paying me for this. Can't get no more free randy!

Last edited by diabound777 : 04-23-2013 at 11:14 AM.
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Old 04-23-2013, 10:47 AM   #19
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Subbed! Hopefully lots of great new strategies comes out of this thread!
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Old 04-23-2013, 12:21 PM   #20
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Subbing 10charizards
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Old 04-23-2013, 12:25 PM   #21
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I like the new colors. Much easier to read!
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Old 04-23-2013, 01:35 PM   #22
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Quote:
Originally Posted by Ginsu View Post
I like the new colors. Much easier to read!
Yea I figured just give up on the red lol.

OAN, looks like by the time E. Dragons are released there will be a new viable answer to LaDD: http://www.konami.com/yugioh/articles/?p=4824

Pretty much can be used to drain it as well as being used as a wall. Being unaffected by card effects ensures it'll stay out too. I like it a lot better than the Lava Golem/Metaion option since it doesn't take up your summon. The only bad thing, this can easily end up being a chase $$ card that will cost you rent and your first born in order to attain.
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Trust me, shut up and let him play what he wants .

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I'm really stepping up my game, these ******* better start paying me for this. Can't get no more free randy!
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Old 04-23-2013, 01:44 PM   #23
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Quote:
Originally Posted by diabound777 View Post
Yea I figured just give up on the red lol.

OAN, looks like by the time E. Dragons are released there will be a new viable answer to LaDD: http://www.konami.com/yugioh/articles/?p=4824

Pretty much can be used to drain it as well as being used as a wall. Being unaffected by card effects ensures it'll stay out too. I like it a lot better than the Lava Golem/Metaion option since it doesn't take up your summon. The only bad thing, this can easily end up being a chase $$ card that will cost you rent and your first born in order to attain.
That card is awesome. I really like the art too. I think I'll plan on attempting to get a couple.
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Old 04-23-2013, 01:53 PM   #24
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Quote:
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That card is awesome. I really like the art too. I think I'll plan on attempting to get a couple.
Yea, I figure I'll track down 2 when it comes out too. People are saying it's only a rare so hopefully I'm wrong about it becoming expensive. I can't wait until everything in the set is revealed though, and lot could change in this deck depending on what the imports will be. I have to applaud Konami though, they did a great job in releasing a counter to E. Dragons that any deck can use.
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Trust me, shut up and let him play what he wants .

Quote:
Originally Posted by Aziz Ansari
I'm really stepping up my game, these ******* better start paying me for this. Can't get no more free randy!

Last edited by diabound777 : 04-23-2013 at 01:56 PM.
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Old 04-23-2013, 02:14 PM   #25
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Yeah, I am very impressed with this card. I am excited about the rest of the cards though, especially the noble knights.
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