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Djinn Ninjas (Written)


Spyre of the Wolves

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It's an Xyz deck made up of Lv. 2 DARK monsters. I intend to make the Link Monster soon.

 

Monsters:

 

Djinn Ninja Wolf

Warrior, Lv. 2 DARK

400/400

 

When this card is Normal or Special Summoned, Special Summon 1 "Djinn Ninja" monster from your hand or Deck, except "Djinn Ninja Wolf." If this card is detatched to activate a Xyz monster's effect and sent to the GY; shuffle this card back into your Deck. You can only use each effect of "Djinn Ninja Wolf" once per turn.

 

 

Djinn Ninja Frost

Warrior, Lv. 2 DARK

400/400

 

When this card is Special Summoned, add 1 "Djinn Ninja" monster from your Deck to your hand, except "Djinn Ninja Frost." If this card is detected to activate a Xyz monster's effect and sent to the GY; shuffle this card back into your Deck. You can only use each effect of "Djinn Ninja Frost" once per turn.

 

 
 
Djinn Ninja Inferno
Warrior, Lv. 2 DARK
400/400
 
When this card is Special Summoned, you can Special Summon 1 "Djinn Ninja" monster from your Deck, except "Djinn Ninja Inferno." If this card is detected to activate a Xyz monster's effect and sent to the GY; shuffle this card back into your Deck. You can only use each effect of "Djinn Ninja Inferno" once per turn.
 

Djinn Ninja Raven

Warrior, Lv. 2 DARK

400/400

 
When this card is Normal Summoned, you can Special Summon 1 "Djinn Ninja" monster from your Deck, except "Djinn Ninja Raven." If this card is detected to activate a Xyz monster's effect and sent to the GY; shuffle this card back into your Deck. You can only use each effect of "Djinn Ninja Raven" once per turn.
 
Djinn Ninja Cloud
Warrior, Lv. 2 DARK
400/400
 
If you control another "Djinn Ninja" monster, you can Special Summon this card (from your hand). If this card is detached as Xyz Material and sent to the GY; all "Djinn Ninja" monsters on the field gain 400 ATK, also shuffle this card back into the Deck. You can only use each effect of "Djinn Ninja Cloud" once per turn.
 
Spells
Legend of the Djinn Ninja
Continuous
 
Once per turn, you can add 1 "Djinn Ninja" monster from your Deck to your hand. If this card leaves the field because of your opponent's card effect, Special Summon 1 "Djinn Ninja" monster from your Deck in Defense Position, but it has its effects negated and cannot be used as Xyz Material until the End Phase of your next turn.
 
Palace of the Djinn Ninja
Field
 
Each time a "Djinn Ninja" monster is Normal or Special Summoned, place 1 Shadow Counter on this card (max 5). Once per turn, you can remove any number of Shadow Counters on this card to Special Summon the same number of "Djinn Ninja" monsters from your Deck or hand. There monsters have their effects negated and cannot be use as Xyz Material until the End Phase of your next turn. You cannot conduct your Battle Phase the turn you activate this effect.  
 
Trap
War of the Djinn Ninja
Continuous
 
If a "Djinn Ninja" monster you control is destroyed by battle, inflict damage equal to the amount you took. If this card leaves the field because of your opponent's card effect, Special Summon 1 "Djinn Ninja" monster from your GY.
 
Extra Deck
 
Kagei, The Grand Djinn Ninja
Warrior, Rank 2 DARK
1000/1000
 
This card can attack your opponent directly. Once per turn, you can detach 1 Xyz Material from this card to destroy 1 Spell/Trap card your opponent controls.
 
Maru, The Grand Djinn Ninja
Warrior, Rank 2 DARK
1000/1000
 
This card can attack your opponent directly. Once per turn, you can detach 1 Xyz Material from this card to destroy 1 monster your opponent controls.
 
Zonbi, The Demonic Djinn Ninja
Zombie, Rank 6, DARK
2600/1000
 
You can also Xyz Summon this using 1 Rank 2 "Grand Djinn" monster (transfer its Materials to this card). Oncer per turn, during either player's turn, when an effect is activated, you can detach 1 Xyz Material from this card; negate the activation and destroy that card. You can discard 1 "Djinn Ninja" card; attach the discarded card to this card as Xyz Material. You can only use this effect of "Zonbi, The Demonic Djinn Ninja" once per turn.
 
Konpyuta, The Cyber Djinn Ninja
2800 Link 4
Bottom left, Bottom, right, left

4 Djinn Ninja monsters

All Djinn Ninja monsters this card points to gain 400 ATK and DEF. Once per turn, if an Xyz monster this card points would be destroyed by battle or card effect, you can banish this card until your End Phase instead.

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Wolf is a nice card, instant xyz play and search, might even be a bit too good depending on the swarming capabilities of the deck. Maybe make it only activate once per turn? Else the number of combos you could pull off with this card would be on the level of rescue cat.

 

Frost is a nice searcher. Generic, not nearly as good as wolf.

 

Inferno. No. You have to nerf both this card and wolf. Else, you could go wolf->inferno->wolf->inferno->wolf for a 5 card swarm off a simple normal summon. Then you could double xyz, and continue to swarm. If there's other ways of bringing these cards out, which there will be, the cards would be call of the living dead level broken. Putting aside all of your other cards, just triple wolf and triple inferno would completely break the game.

 

Also, do you mean detached? I don't think detected is a real word in the context of ygo grammar. To detect something means to notice it. I'm pretty sure it should be detached.

 

Raven's fine, but it also combos into the previously mentioned wolf inferno combo, essentially giving you 6 cards in a 40 card deck that are instant wins. 

 

Please just add "You can only use this effect of Djinn Ninja XXX once per turn" after the first effect of every single card.

 

Cloud's fine. Nice effect. Not nearly as good as the ones before, but that's because the ones before were just far too good.

 

Legend of the Djinn Ninja. Same with inferno, wolf, and raven. Please limit these cards to once per turn. They're just too broken.

 

Palace of the djinn ninja. No. Delete this card from the face of existence. This deck's already completely broken without this card. Please don't add insult to the injury. Being able to summon that many with no cost? Not to mention it's not a hard once per turn, so if you have 2 copies of this card, you can summon like 20 monsters in the first turn, no exaggeration. And it's reusable? Who cares if you can't battle, you play this turn one, and your opponent loses. You play this ever, and your opponent loses. Destroy this card and blow it to smithereens. At the very least, make it max at one counter, and make it a hard once per turn. 

 

War of the djinn Ninja. Really bad card. Not that bad, actually, just not worth it. Not worth playing in this deck. In a regular archetype it might see some play, but it's just call of the haunted with a few extra quirks. Terrible in a deck with 9 cards(3 ravens, 3 wolf, 3 legend) that can make a full field with just one of them in your hand. Heck, with multiple legend you could make that field multiple times, palace rubbing salt on the wounds.

 

For now, that's all of the main deck, so I'll take a short break to say that this archetype is fundamentally broken. Please just restrict all the cards to once per turn effects. You'd generally run 3 wolf, 3 inferno, 3 raven, 3 legend, and 3 palace. You might also run frost or cloud, partially because they combo off each other, and that's all you'd need. You don't even need consistency cards or draw power. you could fill the rest of your deck with strong trap cards, hand traps and floodgates, and still swarm more consistantly than any deck ever created. If there were a way to search palace, it'd be even more skewed. Never mind, add 3 terraforming as well. If this deck were introduced into the current meta, it'd be the best deck by far. I'm not even talking about your boss monsters yet because these cards are so amazing at bringing out the bosses of other decks that they don't even need their own bosses...

 

kagei and maru

 

Not great. Nice spot removal, but you'd really only use this to get zonbi

 

Zonbi. What have you done? Wolf, legend, palace, and now this? Please add a once per turn to it's effect. Do you want him to negate everything your opponent does, like, ever? If you get a legend in your opening hand, you could triple zonbi, giving you 9 straight negates. Do you even want to play yugioh? NERF EVERYTHING!

 

It's broken like hell.

 

first turn ideal play:

Activate palace

Activate legend

Summon inferno

Summon wolf

Inferno

Wolf

Inferno

Summon a generic link monster. I'm not great with links, so let's go with decode talker

Summon a rank 2 Djinn ninja in the very corner monster card zone

Zonbi

palace effect, summon 3 frost and one ravan

Add 3 cloud to hand

Tribute 2 cards, summon proxy dragon

special summon 2 clouds from the hand

summon 2 other rank 2 djinn ninja in the spots linked by proxy dragon

Summon zonbi onto both cards.

 

Also, you currently have 4 cards in your hand, 5 if you were going second and you haven't normal summoned. This isn't some hard or obscure combo either. You will start with either a raven, a wolf, or a legend, especially if you run three of each. You essentially have 6 copies of palace too, with terraforming at 3. Oh and rota is a thing. And despite this, even if you don't get this combo, a first turn zonbi is nothing for this deck. You could completely bomb your hand, and you'd still somehow manage a first turn zonbi, which turns into 3 negates, completely taking any concept of fair play out of the game.

 

I know I'm repeating myself constantly here, but just put a hard once per turn effect on every single card. That's the only way this deck could possibly not be broken. Also, remove palace. That card's just far too good. Or bomb the effect completely, change it into something a lot, lot worse than it is now.

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I think I nerfed it well enough. All the Djinn ninjas have an HOPT clause, as well as Zonbi. Palace and Legend now negate effects so no chance of less chance of swarming, and they can't be used to Xyz Summon until the End Phase of your next turn. (Btw, it's 5-6 for first-second, not 3-4.) Thanks for the review (even if I broke the deck to hell and back twice.)

 

Also added Link Monster.

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It seems balanced now. I'm not a theoretical professional player, so I can't tell you exactly how good it'll be, but it's looking fine now, not as broken as it once was.

 

It's still pretty good as a deck, you can still make a first turn zonbi easily, Raven>wolf>inferno>frost>cloud, it becomes difficult to bring out 2 zonbi and the link with the huge palace nerf. If you summoned with palace first, it wouldn't be hard to do, so if you save up your tokens, during your first turn, and you had a good hand, even if your opponent blows up your field with raigeki or something, is you somehow save palace, you could make 2 zonbi and 1 konpyuta with relative ease turn 2, and also blow up 2 cards on their field using the small xyz. 

 

The deck actually shifted from a fast and really strong turn one deck to more of a slightly slower midgame deck, although it can still otk under certain circumstances.

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