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JDragon
06-14-2006, 11:30 PM
Curve Aggro

Ninjas (25):

0 EC (10):
3 Choji Akimichi [Chubby] (N-006)
1 Sakura Haruno [Ability for Adjustment] (N-027)
3 Sasuke Uchiha [ ] (N-002)
3 Shikamaru Nara [Lazy Bum] (N-005)

1 EC (6):
3 Rock Lee [No Talent] (N-031)
3 Tenten [ ] (N-032)

2 EC (6):
3 Iruka Umino [Devoted to Pupil] (N-008)
3 Neji Hyuga [ ] (N-033)

4 EC (3):
3 Kakashi Hatake [ ] (N-011)

Missons (6):

2 EC (6):
3 After the Battle (M-021)
3 Ninja Academy (M-020)

Jutsus (9):

1 CC (6):
3 Escape Jutsu (J-020)
3 Kunai (J-001)

2 CC (3):
3 Cross-Shaped Shuriken (J-002)


Round 1:
Michael - Water/Wind Control

Game 1: One of the main problems with Water-based control decks is the relative weakness of their early drops. This was proved when I curved out with 3 3-power guys in the first 3 turns while all Michael had was a lonely Sakura. Kakashi showed up and I rushed past him before he could bring his stronger ninjas in and use them effectively.

Game 2: However, if the water deck curves out against a weak draw on a mulligan by the aggro deck, the opposite can be true. My early offense was only sufficient enough to get me 5 battle rewards before Zabuza (the shrinker) showed up, having been sideboarded in to combat my swarm of weenies. Now this card is bad news for me, as I really can't take it down without my Jutsus and a lot of ninjas, and the water deck has Water Prison Jutsu as well as Giant Vortex and Water Dragon, which disrupted my plans enough until I was reduced to chump blocking and eventually died to Zabuza, Haku, and the Demon Brothers.

Game 3: Again though, this deck is consistent enough to absolutely crush even a good draw by a control deck, as on turn 3 I already had seven battle rewards with the help of a Ninja Academy. Even Zabuza couldn't control the horde and I had my first match victory.

Win 2-1, Overall 1-0

Round 2:
Thomas - Lightning/Wind Clone Control

Game 1: I win the die roll and I go first, which is absolutely incredible for this deck. Having 2 3-power guys swinging on turn 1 is too much for most decks to handle. I've played against Clone Control before, and I know that I have to take Thomas down before he can do silly stuff with Harem and Multi-Shadow Clone Jutsu, so I use my pump Jutsus to critical all his early drops so he can't defend against my final swarm.

Game 2: I get a weak draw and only manage to get 2 ninjas out which get 3 battle rewards before he gets down Kurenai Yuhi and Might Guy quickly with the help of Konohomaru. This deck has a problem with large ninjas unless it gets a lot of pump, and the pump I did get was negated by a Clone Jutsu followed up by Harem Jutsu.

Game 3: Clone Control also has an aggro side, as he makes 0, 1, 2, 3 and 4 drops to match my curve. However, I manage to get him to think he stopped my tempo when I make a big swing which results in the injury of all his big ninjas and all my litte ninjas. But next turn I drop After the Battle which results in a massive tempo swing back into my favor and I keep on rushing him and swarming his weakened defenses while using pump Jutsus at key moments to keep the tempo advantage. He succumbs to the tide of Genin.

Win 2-1, Overall 2-0

Round 3:
Vince - Fire/Wind Curve Aggro-Control

Game 1: I lose the die roll for a change and Vince opens up with Shikamaru Nara [Lazy Bum] which I happily swing a first turn Choji into. Vince cracks back at me with a Shino Aburame, but next turn I drop Rock Lee and use Kunai on my Choji to injure Shino. Vince tries to fight back with a Sasuke but that meets a Cross-Shaped Shuriken courtesy of Choji and with his early drops all useless and his late drops unable to hold back all my ninjas, I fire off a key Escape Jutsu to stop my team from getting critical'd and smash his face in.

Game 2: I get some early tempo going, racking up 7 battle rewards while he plays some early guys and beats me for 5 battle rewards. Then, he plays Disaster of the Nine-Tailed Spirit and injures all my guys, as well as his, but he has a Kakashi [Copy Ninja]. I play my own Kakashi, and then use After the Battle to make his Disaster truly a disaster (for him). He tries to race me (unwisely) and I squeak out a victory with him needing only 1 more battle reward to win.

Win 2-0, Overall 3-0

brainof7
06-14-2006, 11:44 PM
Aggro curve definately is a deck you will see go really well. Good stuff, the only thing i see is a definate lack of a late game, but it looks like you try not to have one. Good aggro rush, i take it you won the tourny?

The only thing i can think of that would beat it would be a mirror match, or taijutsu beats jutsu pumps, unless an agro control like sexy jutsu/water prison jutsu with the usual water fire guys.

Cao Cao
06-15-2006, 08:56 PM
If I went first I woulda owned him. I forgot I lent him my after the battle. Oh yea THE WHOLE DECK!

JDragon
06-16-2006, 12:10 AM
The strategy behind curve aggro:
Get guys out. Get them out fast. Make it so that by the time they can get their power guys out (Zabuza, Kakashi, Might Guy, etc.) they won't matter because you can rush them to take the last few battle rewards.

Ideal draw:
Turn 0: 3 power guy
Turn 1: 3 power guy
Turn 2: 3 power guy, Ninja Academy in 3 power guy
Turn 3: 3 power guy (another Ninja Academy if possible)
Turn 4: Kakashi
Turn 5: Guy, win

Possible sideboard cards include The Most Unpredictable Ninja to deal with Konohomaru (the Jonin-accelerating one) as well as possibly Exhaustion of Stamina to provide another finisher.

Uzumaki Sensei
06-16-2006, 02:13 AM
This looks like a get deck indeed. :) is it as fun as it looks?

brainof7
06-16-2006, 10:46 AM
well, if all you drop are 3 power guys, where do you get support from?

Sauske_Sarutobi
06-16-2006, 10:48 AM
well, if all you drop are 3 power guys, where do you get support from?

he's got shika in there.

brainof7
06-16-2006, 10:50 AM
well, 1 support guy, thats still only a 5 power team. Sure Kunai and Cross-Shaped Shuriken are good, but as soon as anyone gets to about turn 3, they are going to be on the same leel i would imagine.

Uzumaki Sensei
06-16-2006, 10:58 AM
Well he has more then just Shikamaru he also has Sakura, Tenten and Iruka witch should work out.

ChobitS
06-16-2006, 11:12 AM
wouldn't your genin swarm get held back if someone plays Intent to kill?
Or coward if you have multiple teams of 1 ninja. (they are fire/water cards so i am sure alot of fire/water deck can use those cards)

Cao Cao
06-16-2006, 11:26 AM
People don't maindeck it though. And considering, everyone at the tournament ran water / lightning control or fire/lightning control. Swarm really owns them.

Paizuri
06-16-2006, 11:30 AM
This deck is awesome. I have a gambit deck that is all the best characters and no element restrictions. You can go many ways with this. I actually run the demon brothers, haku, and bingo book. This allows me to run a couple copies of Zabusa. You have a lot of lightning in the deck and Might Guy could be an option as well. If you don't want to worry about the hand cost of those cards then cut a few card for Yuhi and or Zabuza (4). You may need strong guys late against opposing might guy, zabuza (5), 3rd hokage.

Sideboard is fun also. I have one sideboard that has a little more fire for Exhaustion of stamina and the 3rd Hokage. Another adds water for demon brothers, Gato transport, Zabuza. So many options and tricks with this type of deck.

I would also drop one nara and Haruno for extra drops else where. I think the demon brotherws are better than Devoted pupil at 2 also Haku BLT (if you have it) is better at 3. Of course this will affect you use of After the Battle. I have seen Ninja Academy work for people then I seen it be useless, I don't think you need it but its a judgment call. Also I don't like Tenten at all. I would run the overrated Naruto 9: tailed chakra. If you make this change definately dont run ninja academy.

Anyway, great deck I am glad someone else has been working on this strategy. To me this is the deck strategy to beat right now. ;)

RjtheSennin
06-16-2006, 11:52 AM
I used to have a swarm deck like this. It was great for awhile but with no late game it got easily trashed.

Having all those 3 power guys out is great, but since you can only send out 3 TEAMS a turn it kinda sucks. About turn 3 with no support for your ninja those 3 power guys become extremely easy to injure/discard and you start to lose rapidly.

Sure about time turn 4-5 rolls around you MAY have atleast 5 rewards, but then it's all gonna stop.

My suggestion would be to add some sort of late game. Third Hokage would be good for you.

sasuke_76
06-16-2006, 12:11 PM
woudlt the neji from the starter be better ? Or are you useing the normal one for its 1 sup ?

Paizuri
06-16-2006, 02:05 PM
I used to have a swarm deck like this. It was great for awhile but with no late game it got easily trashed.

Having all those 3 power guys out is great, but since you can only send out 3 TEAMS a turn it kinda sucks. About turn 3 with no support for your ninja those 3 power guys become extremely easy to injure/discard and you start to lose rapidly.

Sure about time turn 4-5 rolls around you MAY have atleast 5 rewards, but then it's all gonna stop.

My suggestion would be to add some sort of late game. Third Hokage would be good for you.
Quoted for emphasis. Also again if you want to avoid the hand cost requirements run 4 drop Zabuza and or Yuhi for more beef.

super-rare sasuke
06-16-2006, 02:52 PM
:D- get zabuza DOCV( demon of cloud vill)- the guy is 1 hit kill. makes you get more battle reward faster.

JDragon
06-16-2006, 03:17 PM
As it stands right now, I see no reason to change the deck besides a few minor tweaks with the early drops. This deck has been completely working over the local metagame (heavy control) and since it's so consistent, absolutely crushes any form of weak draw by control.

This deck can be weak against a strong aggro-control strategy that can stop the rush earlier and has more powerful jutsus, and also against the Jonin-accelerating Konohomaru.

And the reason I'm using the Neji I'm using right now is because when he's injured he retains 3 power which lets me crash him into the red zone without too many consequences.

Keniko
06-20-2006, 04:20 AM
First of all love your avatar... Dakon Blackblade right? haha I have one of him in my 100 deck...

I dont think anyone questions your use of Neji... He is one of the best 3 drops in the game right now... I think they were wondering if you were using formidable gift or the no text version.

I'm surprised that your deck was not met with an Escape Jutsu or Sharingan Eye. Also I agree that running the max ninjas is an effective strategy...

Will you be playing at Origins or Anime Expo? If so prepare to see alot of stiffer competition. I have a deck similar to this but it has coward and three man squads to break through for those last few battle rewards...

Also I would take Paizuri's advice on adding Kurenai and/or Kakashi... I suggest the same..

Try doing some playtesting against the decks in the decks to beat thread... I would love to see your report on that..

One last thing... sideboards are your friends put one together asap... hehe...

Very nice deck and with your permission I would like to add this in the decks to beat thread...

P.S. As for the lack of aggro decks in the Decks to Beat thread it was because a lack of aggro decks on these forums and nominations... I was not over looking aggro at all because I believe that strategy is one of better ones and I have properly prepared and am still preparing to face all sorts of aggro decks...

Aftermath
06-20-2006, 07:15 AM
Well i think aggro is always going to be good deck type. and in this game i see a lot of control trying to be played and your right in aggro has no late game but guess what it shouldn't need it. that is in every card game its late game is crappy. as for the deck it is fast and it hurts and wins the game become control gets off the ground and that is what your looking for.

i think that aggro is going to be THE decktype in this game. or at least be one of the best.

JUKEN_FINGER_POKE
06-20-2006, 07:54 AM
Well i think aggro is always going to be good deck type. and in this game i see a lot of control trying to be played and your right in aggro has no late game but guess what it shouldn't need it. that is in every card game its late game is crappy. as for the deck it is fast and it hurts and wins the game become control gets off the ground and that is what your looking for.

i think that aggro is going to be THE decktype in this game. or at least be one of the best.
your right, its the same with most new games. aggro wins out since there isnt much variety in the game as of yet.

this deck would win against my deck simply due to the fact that its early game based. mine is mid to late

side out some lone avengers to stop the threat of intent to kill against water decks

its a really nice deck. it'll be a tough one to handle.

Green Beast
06-20-2006, 11:40 AM
I didnt even see this deck. I like it a lot, it reminds me of what I ran before I switched to straight Taijutsu.

Like others have stated you should add a few Kurenai/Zabuza to help just in case they survivie your early onslaught.

This type of aggro is definatly going to be one of the decks to beat.

Keniko
06-20-2006, 11:51 AM
side out some lone avengers to stop the threat of intent to kill against water decks

its a really nice deck. it'll be a tough one to handle.


I wouldnt worry about intent to kill just yet...

Hardly any people use the card... well from what ive seen anyways..

but if decks like this continue to thrive expect that card to see more play...

I think too many people are unwilling to trade ninja's in this game... If you send all those attackers at me I will block... Especially after you get 5Br's expect everything to be blocked or at least tried...

brainof7
06-20-2006, 01:15 PM
:D- get zabuza DOCV( demon of cloud vill)- the guy is 1 hit kill. makes you get more battle reward faster.

A lack of water makes the hand cost difficult to pay, he owuld need to retool his deck to do that and thats a compeltely different deck startegy.

All Seeing Eyes
06-20-2006, 03:56 PM
The only suggestions I would make is making a sideboard and that you need some stronger heavy hitters i.e. Guy/Kurenai/Zabuza.

Ninja Academy is meh, but if it works for you, keep it.

Paizuri
06-24-2006, 10:29 AM
You inspired me to build something like this and after a few weeks of testing I am liking it a lot. One card I think is a must add that helps late came is 3 man Squads (Of course you will have to adjust the wind count to do it). Droping Kakashi for Yuhi is an option. Also try adding one Shadow Possesion Jutsu since you are running 3 Lazy Bum. Late game its a monster and quite the suprize.

Palmdalex
06-26-2006, 11:01 PM
i made one of these its called mad rush. I would like to play u to see which deck is better my aim: Palmdalex69

JDragon
06-28-2006, 04:20 PM
Yeah, I think I want 1 or 2 more heavy hitters in the board to bring in when I'm going second. I also have The Most Unpredictable Ninja to deal with Jonin-accelerating Konohomaru; I'll try out 3 Man Squads as well as Shadow Possession Jutsu when I have the chance.

I favor Kakashi right now because first of all he's a 5 power guy which means 2 battle rewards when he's on a team by himself and also I have Exhaustion of Stamina in the board, and Kakashi helps with the hand cost.

Let's see what Coils of the Snakes brings to this deck, hopefully some 1 drop that's better than Tenten.

brainof7
06-28-2006, 06:40 PM
I was thinking, this isnt really Curve Aggro, because that would mean it plays on a curve. Its more of a rush aggro, using low cost beaters to achieve your victory...

JDragon
07-09-2006, 12:31 PM
Well, by "Curve Aggro" I meant it basically tries to jump ahead of the curve (by dropping ninjas that are better than your opponent's ninjas in 0-2 EC and getting an advantage with early battle rewards), and "Curve Aggro" sounds cooler than "Rush". ^_^

kekkei genkai 888
02-21-2007, 06:32 PM
Curve Aggro

Ninjas (25):

0 EC (10):
3 Choji Akimichi [Chubby] (N-006)
1 Sakura Haruno [Ability for Adjustment] (N-027)
3 Sasuke Uchiha [ ] (N-002)
3 Shikamaru Nara [Lazy Bum] (N-005)

1 EC (6):
3 Rock Lee [No Talent] (N-031)
3 Tenten [ ] (N-032)

2 EC (6):
3 Iruka Umino [Devoted to Pupil] (N-008)
3 Neji Hyuga [ ] (N-033)

4 EC (3):
3 Kakashi Hatake [ ] (N-011)

Missons (6):

2 EC (6):
3 After the Battle (M-021)
3 Ninja Academy (M-020)

Jutsus (9):

1 CC (6):
3 Escape Jutsu (J-020)
3 Kunai (J-001)

2 CC (3):
3 Cross-Shaped Shuriken (J-002)


Round 1:
Michael - Water/Wind Control

Game 1: One of the main problems with Water-based control decks is the relative weakness of their early drops. This was proved when I curved out with 3 3-power guys in the first 3 turns while all Michael had was a lonely Sakura. Kakashi showed up and I rushed past him before he could bring his stronger ninjas in and use them effectively.

Game 2: However, if the water deck curves out against a weak draw on a mulligan by the aggro deck, the opposite can be true. My early offense was only sufficient enough to get me 5 battle rewards before Zabuza (the shrinker) showed up, having been sideboarded in to combat my swarm of weenies. Now this card is bad news for me, as I really can't take it down without my Jutsus and a lot of ninjas, and the water deck has Water Prison Jutsu as well as Giant Vortex and Water Dragon, which disrupted my plans enough until I was reduced to chump blocking and eventually died to Zabuza, Haku, and the Demon Brothers.

Game 3: Again though, this deck is consistent enough to absolutely crush even a good draw by a control deck, as on turn 3 I already had seven battle rewards with the help of a Ninja Academy. Even Zabuza couldn't control the horde and I had my first match victory.

Win 2-1, Overall 1-0

Round 2:
Thomas - Lightning/Wind Clone Control

Game 1: I win the die roll and I go first, which is absolutely incredible for this deck. Having 2 3-power guys swinging on turn 1 is too much for most decks to handle. I've played against Clone Control before, and I know that I have to take Thomas down before he can do silly stuff with Harem and Multi-Shadow Clone Jutsu, so I use my pump Jutsus to critical all his early drops so he can't defend against my final swarm.

Game 2: I get a weak draw and only manage to get 2 ninjas out which get 3 battle rewards before he gets down Kurenai Yuhi and Might Guy quickly with the help of Konohomaru. This deck has a problem with large ninjas unless it gets a lot of pump, and the pump I did get was negated by a Clone Jutsu followed up by Harem Jutsu.

Game 3: Clone Control also has an aggro side, as he makes 0, 1, 2, 3 and 4 drops to match my curve. However, I manage to get him to think he stopped my tempo when I make a big swing which results in the injury of all his big ninjas and all my litte ninjas. But next turn I drop After the Battle which results in a massive tempo swing back into my favor and I keep on rushing him and swarming his weakened defenses while using pump Jutsus at key moments to keep the tempo advantage. He succumbs to the tide of Genin.

Win 2-1, Overall 2-0

Round 3:
Vince - Fire/Wind Curve Aggro-Control

Game 1: I lose the die roll for a change and Vince opens up with Shikamaru Nara [Lazy Bum] which I happily swing a first turn Choji into. Vince cracks back at me with a Shino Aburame, but next turn I drop Rock Lee and use Kunai on my Choji to injure Shino. Vince tries to fight back with a Sasuke but that meets a Cross-Shaped Shuriken courtesy of Choji and with his early drops all useless and his late drops unable to hold back all my ninjas, I fire off a key Escape Jutsu to stop my team from getting critical'd and smash his face in.

Game 2: I get some early tempo going, racking up 7 battle rewards while he plays some early guys and beats me for 5 battle rewards. Then, he plays Disaster of the Nine-Tailed Spirit and injures all my guys, as well as his, but he has a Kakashi [Copy Ninja]. I play my own Kakashi, and then use After the Battle to make his Disaster truly a disaster (for him). He tries to race me (unwisely) and I squeak out a victory with him needing only 1 more battle reward to win.

Win 2-0, Overall 3-0
its the begining of tempo
ps i was bored so i looked at the last thread in deckdojo

SharinganIllusion18
02-21-2007, 06:35 PM
its the begining of tempo
ps i was bored so i looked at the last thread in deckdojo

what tempo nvm looks good though

Hyuuga_Joshua
02-21-2007, 06:37 PM
Sharigan- I do infact believe you have leveled up enough to gain the Necromancy spell.. lol... wow this is really old.

JDragon
02-21-2007, 06:38 PM
This is one of the first "Tempo" decks there ever was. :)

PTH only. Hahahahahahahaha...can't believe you dug up this old thing. It belongs in a museum.

gaara101
02-21-2007, 06:55 PM
YES! the spell is geting stronger and stronger every post! soon all the idiots who spam willbe baned and i will rool!j/k but realy plz stop spaming, i'll giv ya a cookie:D

kekkei genkai 888
02-21-2007, 07:00 PM
YES! the spell is geting stronger and stronger every post! soon all the idiots who spam willbe baned and i will rool!j/k but realy plz stop spaming, i'll giv ya a cookie:D
did u give urself a cookie?:confused: