Friday, February 8, 2013

Ninja, Ninja, RAP!!! GO NINJA!!! GO NINJA!! GO!!!

Hello!!

Today, I am here with a article on the Ninja Clan making their true debut with set 5 coming out in little over a week.

Instead of going over all the cards coming up in the set; I'll be going over the deck build we plan on running when the set comes out.

Grade 0-17

Stealth Beast, Evil Ferret-Starter
AUTO: When another «Murakumo» rides this unit, you may call this card to Rear-guard Circle.
ACT 【R】: [Put this unit to the bottom of your deck] Choose up to one «Murakumo» from your hand, call it to Rear-guard Circle, and at the beginning of that turn's end phase, return that unit to hand.

Once you start to see the other cards in the deck you will notice the strategy behind this starter. Most of the cards have a Counter Blast to activate their Summoning Jutsu; bringing out copies of themselves from the deck for one turn. This Jutsu leads up to early game or even late game pushes when you need to bring out more cards to attack when you don't have the hand to do it.

Stealth Fae, Dart Spider-Stand x4
Stealth Beast, Cat Rogue-Draw x4
Stealth Beast, Moon Edge-Crit x4
Stealth Fae, Yukihime-Heal x4

The trigger line-up in this deck is pretty basic. Like most sets before it when a new clan is introduced they are given the four different triggers to work with in the deck. Until set 9 comes out we will just have to deal with it. Dart Spider's Jutsu is when you have a Murakumo vanguard you can put him into the soul and un-flip a damage. This works great with the deck since a lot of your Counter Blast will be taken up by the summoning Jutsus your other clan use up but like most things in the Ninja world; you must make a sacrifice this time it's a 10k shield.

Grade 1-15

Silent Stealth Rogue, Shijimamaru x4
Basic 8k booster not much more to say about this card except how creepy he looks.

Stealth Beast, Leaves Mirage x4

[CONT]:Sentinel (You may only have up to four cards with "[CONT]:Sentinel" in a deck.)
[AUTO]:[Choose a «Murakumo» from your hand, and discard it] When this unit is placed on (GC), you may pay the cost. If you do, choose one of your «Murakumo», and that unit cannot be hit until end of that battle.

Unlike the other ninjas this one uses his special Jutsu to protect your Vanguard.


Stealth Beast, Million Rat x3
[AUTO]: [Counter Blast(1)] When this Unit appears in the Vanguard or Rearguard-Circle and you have a «Murakumo» Vanguard, you may pay the cost. If you did, search your deck up to 1 "Stealth Beast, Million Rat" from your Deck and Call it to a Rearguard-Circle. Shuffle your Deck. At the beginning of the End Phase for that Turn, place that Unit at the bottom of your Deck.

This Ninja isn't one of my favorites but he has his purpose. With his summoning Jutsu he is able to create more Rats giving you more boosters for your front row Ninjas. Then at the end turn his Jutsu runs out leaving you with only one Rat. The strategy starts to show itself here with the deck bringing out one turn Ninjas without wasting your hand.

Stealth Dragon, Turbulence Edge x2

AUTO 【V/R】: When this unit's attack hits a Vanguard, if you have a «Murakumo» Vanguard, look up to five cards from the top of your deck, choose up to one "Covert Demonic Dragon, Mandala Lord", reveal it to your opponent, put it into your hand, and put the remaining cards on the bottom of your deck in any order.

If anybody knows me very well you know I LOVE on hit effects. Mostly, it's for the mind games you can do with your opponent in making them waste more shield against a weak unit. When instead they normally would let it hit. This Ninja isn't too amazing only having a 6k base but he does his job getting in attacks early game. When hitting you get to search the top five for a Mandala Lord supporting their Boss very well, along with helping you avoid getting grade stuck.

Stealth Beast, Leaf Racoon x2

AUTO 【R】: When this unit boost a «Murakumo» Vanguard, if the number of cards in your hand is greater than your opponent's, the boosted unit gets Power +4000 until end of that battle.

This cute guy is your Vanguard booster that most clans have been adding recently. His Jutsu is interesting since the strategy at first doesn't seem like it goes along with the clan. You have to remember the clan has summoning Jutsu which brings from the deck instead of using your hand. So, most of the time you should have a bigger hand than your opponent. Also, this ninja is a tribute to the old Nubatama clan the original Ninjas that have slowly faded away into the darkness.

Grade 2-10

Stealth Beast, Blood Mist x3
Remember me mentioning a tribute to Nubatama? Well this guy is straight from the clan making a return but this time as part of the Murakumo clan. Giving up his Jutsu effect for higher power focusing now on his martial arts.

Stealth Fiend, Midnight Crow x3

AUTO: [Counter Blast (1)] When this unit is placed on Vanguard Circle or Rear-guard Circle, if you have a «Murakumo» Vanguard, you may pay the cost. If you do, search your deck for up to one card named "Stealth Fiend, Midnight Crow", call it to Rear-guard Circle, and shuffle your deck. At the beginning of that turn's end phase, return that unit to the bottom of your deck.

Here is the Grade 2 Ninja with summoning Jutsu. Like Million Rat this crow is able to summon copies of itself for one turn. Having a 8k body makes Crow a very weak Ninja compared to the others but just like Rat he can use his Jutsu on the Vanguard. You take two damage and then ride Crow using the summoning Jutsu and now you have three attacking Ninjas to start your counter attack for that turn.

Stealth Dragon, Cursed Breath x2

AUTO 【V/R】: When this unit's attack hits a Vanguard, if you have a «Murakumo» Vanguard, look up to five cards from the top of your deck, choose up to one "Covert Demonic Dragon, Mandala Lord", reveal it to your opponent, put it into your hand, and put the remaining cards on the bottom of your deck in any order.

I like to consider Cursed Breath and Turbulence Edge to be Mandala Lord's Dragon Ninja Anbu(DNA) squad. Even if they aren't strong as most of their Ninja brethren they have a special Jutsu which aids in supporting their Master's own Jutsu which we will talk about later on.

Stealth Beast, White Mane x2

[AUTO](VC/RC):When this unit's attack hits a Vanguard, if you have a «Murakumo» vanguard, choose a card from your damage zone, and turn it face up.

A ninja I wish I could have more than two of at a time but there just isn't enough room for more. White Mane has a powerful Jutsu that lets you un-flip a damage when he hits the Vanguard. Considering this deck has a lot of Counter Blasting Jutsu his skill really shines when helping out other Ninjas use their Jutsu even more than what you normally could. The perfect support Ninja who stays in the shadows lending his power to others.

Grade 3-7

Stealth Dragon, Voidgelga x3

AUTO: [Counter Blast(1)] When this Unit appears in the Vanguard or Rearguard-Circle and you have a «Murakumo» Vanguard, you may pay the cost. If you did, search up to 1 "Stealth Dragon, Voidgelga" from your deck and Call it to a Rearguard-Circle. Shuffle your deck. At the beginning of the End Phase of that Turn, place that Unit at the bottom of your Deck.

Another one of the Three Summoning Jutsu Masters, Voidgelga. Showing off a common effect most Murakumo have with sacrificing attack power for special Jutsus, Voidgelga isn't really in the deck to stay around long but he has one important role unlike other summoning Jutsu his is designed to make your Drive checks always be good ones and not wasted.

"How is that effect different from Rat or Crow you ask?" Well good question! Always been in a situation where you drive check and get a wasted Grade 3 in hand that you can't do anything with? Well why don't you just ride Voidgelga and Counter Blast 2. Using his Jutsu to summon two copies of himself; then at the end turn putting them at the bottom of the deck. Now all of your Voidgelgas are out of the way letting you ride the true Murakumo Master next turn and making every drive check count.

Covert Demonic Dragon, Mandala Lord x4

[AUTO](VC):[Counter Blast (1) & Choose a "Covert Demonic Dragon, Mandala Lord" from your hand, and discard it.] At the beginning of the guard step when this unit was attacked, you may pay the cost. If you do, choose an opponent's attacking unit, and that unit gets [Power]-10000 until end of that battle.

Finally to the current Master and head of the Dragon Empire's Black Ops Agency, Mandala Lord! Leading a perfect strategy the Ninjas have been supporting Mandala lord from his DNA Squad adding more Lords to hand, White Mane un-flipping damage so Lord can use his Jutsu more, and Voidgelga making sure if you drive check a grade 3 its going to be Mandala Lord!

Mandala Lord has a special Jutsu unlike any other a Persona Jutsu that seals away an opponent's power making them much weaker during the battle.(It means he turns a Mandala Lord in hand into a 10k shield when he is attacked). Making his Jutsu the strongest sealing Jutsu in the Murakumo clan. Letting his other Ninjas focus on swarming and attacking he focuses on manipulating and effecting the enemy. This mixture of offense and supporting Jutsu has kept Murakumo as the highest ranking Ninja clan in the Dragon Empire.

Deck List

4 Heal
4 Crit
4 Stand (DMG Unflip)
4 Draw

4 Stealth Beast, Leaves Mirage (PG)
4 Silent Stealth Rogue, Shijimaru (8k)
3 Stealth Beast, Million Rat(Call)
2 Stealth Dragon, Turbulence Edge(Mandala Searcher)
2 Stealth Beast, Leaf Racoon (10k Booster)

3 Stealth Beast, Bloody Mist (10 k)
3 Stealth Beast, Midnight Crow(Call)
2 Stealth Beast, White Mane (Damage Unflipper)
2 Stealth Dragon, Cursed Breath(Mandala Searcher)

4 Covert Demonic Dragon, Mandala Lord(Boss)
3 Stealth Dragon, Voidgelga(Call)

Strategy
You now know all the effects that this clan can do. Murakumo is a unique clan that does focus on swarming the field fast with the use of only 1 Counter Blast for each effect. This can add up really fast so you do have to plan out your Counter Blast perfectly so none is wasted. If you use up too many for swarming you won't be able to guard as much with Mandala Lord's effect. Luckily, you have a damage un-flip in the deck.

This is why I have been drawn to the deck it attacks hard, fast, and keeps large hand advantage then late game you drop down the units that are needing to fill up all the empty units.

One focus on the deck you can do with Voidgelga, Crow, and Rat I mentioned earlier; putting them at the bottom of the deck. Have plenty of boosters in hand? Then use Rat's effect to get them all out on the field and put them at the bottom for later. Don't want to drive check useless Grade 3? Voidgelga's effect is just the thing you need, ride him and then put the other two at the bottom of the deck. Problem solved!!

Turbulence Edge and Cursed Breath are just preferences at the moment and until I can properly play test their usefulness. I don't know if I'll keep or take them out. You do have other options to put in their place like going 4 damage un-flipper or stronger boosters; but for now I'm going to try them since I can keep adding more Mandala's to hand keeping me from drive checking them.

That's all for now on my Murakumo deck review hope you all enjoyed. Give me your thoughts, opinions, and ideas on the current Murakumo set 5 deck. It'll be till June when set 9 comes out so we don't have a lot to work with, let's try to make the most of it!

Always remember...GO NINJA!!! GO NINJA!!! GO!!!!










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