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ok i never ran a srike deck before but this one seems to run pretty good not sure if i should main return or side deck and not sure with the allures since they remove from the grave. i stuck in veil of darkness to speed things up and put monsters in the graveyard to fuel ninja and with necroface hes like a built in avarice so that way i wont run low on monsters but still not sure on how to run this deck so any help would be wonderful and thanxs
monsters:20
high level
darklord zaratox1
gorzx1
caiusx3
low level
mystic tomatox3
spirit reaperx1
don zolong x3
strike ninjax2
necro facex1
morphing jarx1
dark resonatorx2
breaker the magical warriorx1
snipe hunterx1
spells:10
shrinkx3
mstx1
lightning vortexx1
heavy stormx1
monster rebornx1
brain control x1
veil of darknessx2
traps:10
mirror forcex1
torrential tributex1
wabokux2
dark bribex3
dark illusionx3
im not sure how fast you can keep two darks in the grave but my friend used to use 2 dd scout planes in his version and drop them with grepher and arm. knight.
it made it that much harder for him to run out of targets and gave him more field presense also if you have ccv it wont ever be dead draw, and if you dont its coming out in the turbo pack as far as i know
I really don't like Armegeddon Knight in three's, thanks to foolish burial. Snipe can serve for some good card removal when you need it most (with a tad of luck on your hands).
- Cold Wave
- Cold Wave
+ Morphing Jar
Cold Wave is a great card but I'd rather side deck it in this case. I don't really see a huge need for Cold Wave in this deck under common scenarios. Adding a Morphing Jar could help your deck a few different ways. First, it could speed up help SN by dumping a few darks into the graveyard. It can also recycle you a new hand when you need it most. You're using a couple cards that use discarding so that makes MJ that much more useful to fuel up your hand again.
- Giant Trunade
+ Reinforcements of the Army
You're running quite a few warrior monsters in here, so there really isn't a reason why you shouldn't run RoTA.
- Dark Bribe
+ Book of Moon / Enemy Controller
+ Book of Moon / Enemy Controller
Personally, I would do the book of moon (especially if you add the Morphing Jar). BoM can protect you from a lot of commonly played spell and trap cards while also offering you a decent amount of defence.
I really don't like Armegeddon Knight in three's, thanks to foolish burial. Snipe can serve for some good card removal when you need it most (with a tad of luck on your hands).
- Cold Wave
- Cold Wave
+ Morphing Jar
Cold Wave is a great card but I'd rather side deck it in this case. I don't really see a huge need for Cold Wave in this deck under common scenarios. Adding a Morphing Jar could help your deck a few different ways. First, it could speed up help SN by dumping a few darks into the graveyard. It can also recycle you a new hand when you need it most. You're using a couple cards that use discarding so that makes MJ that much more useful to fuel up your hand again.
- Giant Trunade
+ Reinforcements of the Army
You're running quite a few warrior monsters in here, so there really isn't a reason why you shouldn't run RoTA.
- Dark Bribe
+ Book of Moon / Enemy Controller
+ Book of Moon / Enemy Controller
Personally, I would do the book of moon (especially if you add the Morphing Jar). BoM can protect you from a lot of commonly played spell and trap cards while also offering you a decent amount of defence.
Hope I could help you some. :)
lol thanxs bro its to bad you just trader a strike ninja lol
should i run return from the different dimension. and i heared that alot of people only run 2 strike ninja cause its hard to have enough darks for its effects.
I see you made some changes. I'll go ahead and do a bit of a critique I suppose to your new changes. :)
- Prometheis, King of the Shadows
+ Strike Ninja
You'll want to have monsters in your graveyard in order to use Strike Ninja's effect. If you remove them all with other monsters then you're killing the purpose of running Strike Ninja. Adding a third Ninja to the deck will help you get your hands on it faster. If you get him too early then you're stuck with a 1700/1200 beatstick which isn't too bad.
- Veil of Darkness
+ Morphing Jar / Foolish Burial
Veil is okay, but it won't last long either way. I think running a single copy would be good and replacing the second copy with something that can fuel up your graveyard even faster. Morphing would be the best choice IMO (it's not dark, but it works), but if you are totaly against Morphing Jar, I think Foolish Burial would be better.
This next suggestion is optional, but it may make the deck run a bit different... in some cases, for the better:
- Dark Illusion
- Dark Illusion
- Dark Illusion
+ Shrink
+ Shrink
+ Return from the Different Dimension
I don't really like Dark Illusion too much. It's alright, but I guess it's a personal preferance. I'd much rather replace it with a Shrink. It'll give a bit more edge to certain cards in your deck, such as Donny and allow you to pull off their effects more often. In addition, RftDD is great mid/late game to wrap things up.
I ran a Strike Ninja deck for a long time, and I always used two D.D. Scout planes, three was usually too many, a lot of times you'd draw one right off the bat which is bad unless you've got Allures in there too, and two Armageddon Knights was plenty for it. But my favorite with Strike Ninja was remove two Scout Planes and run Cyber Valley so you could easily draw two cards whenever you wanted to. So my suggestion is trying to get your hands on some Cyber Valleys and try it in 3 for some great draw power.
I ran a Strike Ninja deck for a long time, and I always used two D.D. Scout planes, three was usually too many, a lot of times you'd draw one right off the bat which is bad unless you've got Allures in there too, and two Armageddon Knights was plenty for it. But my favorite with Strike Ninja was remove two Scout Planes and run Cyber Valley so you could easily draw two cards whenever you wanted to. So my suggestion is trying to get your hands on some Cyber Valleys and try it in 3 for some great draw power.
hummm i like the cyber valley thing but i really don't like the dd scouts they don't seem consistant enought to run them with strikes effect. the way i'm thinking about running this deck is like a strike assault deck were i fill up the graveyard and later bring in a strike and win game with an unstopable monster.