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magics 10
reinforcement of the army*2
snatch steal*1
smashing*2
brain control*1
nobleman of crossout*1
mystical space typhoon*1
premature burial*1
heavy storm*1
traps 10
return from the different dimension*2
sakuretsu armor*3
bottemless trap hole*1
widespread ruin*1
dust tornado*1
torrential tribuet*1
call of the haunted*1
Scout planes are horrible. They come back in attack and most likely just in time for their turn basically giving them free damage to deal. IF you use them, use them for Ninja on THEIR turn, never otherwise. (with a few exceptions of them topdecking and such)
what scouts are great they are the reason that my strike ninja deck took first in a tourney. I rushed with those cards and it gave me tribute food for my mobius. the free damage thing can be said with don zaloog.
anyways a really good idea is to run mystic tomato x2 that way it runs really well with the ninja control. jinz and blowback are great with return from a dd. you attack with ninja remove both from play activate rftdd and atk with what you pull back. it is a great way to end the duel.
I'll say it again, using them on your turn with Ninja's effect is suicidal. Think of it this way, you do that, have a Ninja and two planes out. Against me I would smash the Ninja (whether he dodged or not I don't care) summon a Hydrogeddon and flood the field. Against most CCers, Smash away Ninja, Cyber Dragon floats out, Don Zaloog hits the field and you just got LP damage shoved in your face. Scout planes are horrible. There are better things to run then them. They constantly feed direct holes to your LP even if you have your facedown monster to defend yourself. Suicidal.
Meh, I personally don't care if you fix up UWS, it's the final final version until new sets demand its revamping. Though I do testplay the occasional tech (lately Blowback Dragon)
Instead of D.D. Scout Plane and one Gravekeeper's Spy for three Mystic Tomatos. Take out one Dekoichi and the other Gravekeeper's Spy for two Newdorias.
You need the speed with your monsters.
For magics and traps, take out your Bottomless Trap Hole for a Swords Of Revealing Light.
The monsters, yes. Swords, no. Swords offers no advantage at all. Keep it out. Though Bottomless should be changed to a bottomed one. (My opinion states that Trap Hole is superior to Bottomless Trap Hole)
magics 10
reinforcement of the army*2
snatch steal*1
smashing*2
brain control*1
nobleman of crossout*1
mystical space typhoon*1
premature burial*1
heavy storm*1
traps 10
return from the different dimension*2
sakuretsu armor*3
bottemless trap hole*1
widespread ruin*1
dust tornado*1
torrential tribuet*1
call of the haunted*1
deck total 40
Strike Ninja has the tendncy to be a very versatile deck, so if you think these may not fit your style of play, then that's okay.
Cannon Solider - Does direct damage and sends DARKs to the Grave. Not always my first choice though.
Kuriboh - Battle Damage nullifier that the opponent won't expect. And it's a DARK. Throw some in.
Ectoplasmer - Works well, believe it or not, with DD Scout Planes and other DARK monsters you want in the Grave for Strike Ninja.
DD Gate - Once again, Scout Planes work well with this card. Of course it's only good if you want to deck in a Giant Trunade.
Dark Magician of Chaos - many people try using this card since it has a great effect and the Scout Planes to tribute for this. However, don't run Dimension Fusion.
Mobius - I believe he's necessary.
Newdoria - removal and he's a DARK. Definitely worth considering.
Fuhma Shuriken - Set a couple and watch as the eager opponent who destroys them take damage. Also works well if you can actually equip it.
Mataza the Zapper - I'm just a fan of this card, but I can't think of too many reasons to run this card, except that I like it.
Hino-Kagu-Tsuchi - Hand advantage is always a great thing, and this card pretty much ensures that.
Soul Absorption - I'd side this since you many not have room, but it's still an abused card in this deck.
DD Survivor - If you are a fan of Return from the DD, then this card helps in the massive swarm you'll be doing.
And about DD Scout Planes not being good, I will definitely disagree on that. There are too many ways to utilize its effect. Only a sorry player will recklessly use Strike Ninja/Scout Planes effects so that they become a hinderance. I'd say to run it because of the syergy it has with whatever Strike Ninja deck you want to make. You just need to know how to harness that synergy.