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- Teaching a Secret Technique: Deck Building
November 26, 2012
WARNING: Veteran or experienced players will not gain much from this article.
So it's come to my attention that the majority, or at least
half, of the Naruto CCG player base has difficulty constructing a decent,
competitive deck. This could be because of incompetence, lack of resources, or
even laziness. I'm sure you have caught on to the theme of the article so we'll
jump right into it. There are five basic components of deck building: purpose,
support, a win condition, speed, and tech.
Purpose
This is the base of your deck; every single card you play
will be decided by your purpose. Purpose is basically the goal or reason behind
your deck. Why are you playing this deck? In every case the answer is to win,
however purpose can go deeper than that. Purpose should also be interpreted as
WHAT you are playing, not just WHY. Popular decks include Fire and Lightning,
currently of course. These examples should not limit your purpose, you can
virtually build anything and make it somewhat viable. Purpose is, in reality,
common sense when beginning the deck building process.
Win Condition
Something you should take into consideration is a win
condition or, in some cases, plays that will shift the game in your favor. It's
fair to say 90% of decks have the win condition of "winning by Battle
Rewards", however some decks go beyond this or take a different approach.
A win condition may seem like common sense but can be much more depending on
how one approaches it.
Support
Now that your win condition and purpose are established, how
are you going to build them up? The support should consist of cards that are
not only beneficial to your purpose and win condition, but also staples or
cards that are needed to carryout a game. The last part may seem vague, let's
clear it up. Basically, you should play cards that allow you to keep up with the
changing game state. This means you should run Ninjas that vary in Entrance
Cost from Turn 0 to Turn 5/6/7. Run cards that help you maintain presence or
gain advantage; this is done through the proper usage of Jutsu and Mission
cards.
In decks that have an alternate win condition or do not play
the standard way, there are different cards to support it. Theme decks have
specific cards that support the theme overall. Mechanic or action based decks
(I.E. Chakra control, Surge, Growth coins, etc.) also have specific cards that
support it. However, be careful, not all cards that support these decks are
good enough to make it into the final build.
Speed
Now you just put a lot of support into this Deck, probably
around 30 to 40 cards. The next thing to do is make sure you can access these
cards with ease. This is done through Speed; speed is most likely going to be
found in your Mission, and sometimes Ninja, line-up. The basic form of speed is
through draw. Cards that draw 1 card should not be played unless there's more
than just that to them. Cards that draw 2 or more cards are usually playable.
Cards that draw 3 or more cards usually have a catch, whether it be balancing
out by discarding cards or giving up resources.
The other form of speed is through tutoring. When one tutors
a card, they search it out from a designated area. You can see how this can be
beneficial. Generally speaking, most tutors are not bad at all, however you
have to watch out and pick the right ones. There are other forms of speed such
as exchange and filter but those are just variations of draw and tutor.
Tech
Tech is a concept that is usually utilized by the brightest
or bravest of players. Tech is just a card or cards that are generally not
considered when building a deck that proves to either counter a deck or improve
one's own deck. Note that a card that counters a deck is not always necessarily
tech. When looking for tech you should be aware of the format. What is the most
popular deck? If your tech card(s) can counter that tech without interrupting
the flow of your deck then you're good to go. Tech can also help you gain
advantage against certain decks or in general. Be careful though, some
"techy" cards are just Side Board cards, don't think too much of
them.
These are just the basics of deck building, you can expand
on it and go deeper and deeper. I haven't even discussed the concept of card
count (how many of each card should be played). Maybe there will be a sequel to
this article, maybe not. That's all for now, there should be another update
either tomorrow or the next day. Also, stay tuned for a big article some time
later this week.
Please leave comments, questions, and concerns either below
or in our thread on Bandai.
Needs more Teh nose path
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