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The Ninja series are (mostly) Warrior-Type Monsters with the word "Ninja" in their names. A handful of the Ninja cards exist in the TCG and OCG, but some also exist in only the Anime.
A deck based around Ninjas is tricky, due to the fact that Spell, Trap, or Monster effects are just what you expect a real Ninja would use. For example, "Strike Ninja" can be removed from the field by removing from play two DARK Monsters from your Graveyard, only to come back to the field at the end of the turn (for "dodging" a card that might have destroyed it). Armed Ninja, Crimson Ninja, and White Ninja, three counterparts all serve as spell, trap, and monster removal (respectively), while Ninja Grandmaster Sasuke can further this by destroying any face-up defense position monster by attacking it (as well as having the highest ATK of any ninja card). Ninjitsu Art of Decoy makes survival easy for Ninjas, while Ninjitsu Art of Transformation allows you to trade your used ninjas (such as the three aforementioned ones) for a more powerful, if albeit ability inclined, monster. "Fuhma Shuriken", a Spell Card that equips to Ninjas will always deal 700 damage to the opponent when removed from the field.
Overall Ninjas have many abilities that can frustrate your opponents, but not many that are game breaking. Ninjas, however, are great against Exodia Decks, which focus on defensive monsters and spells and traps to stall for the titular card (which Ninjas are adept at destroying). Because of Ninjitsu Art of Transformation, Ninjas fit well into Harpie, beast and insect decks.
"Goe Goe the Gallant Ninja", "Lady Ninja Yae", and "Ninja Grandmaster Sasuke" are characters based on Konami's popular video game series Ganbare Goemon (Mystical Ninja). Incidentally, all the Sasuke Samurai monsters are from this series, as well.
In the anime, Ninjas were used by Jean-Claude Magnum. However, Magnum used only anime-only cards, and his Ninjas operated quite differently from the actual cards. His Ninjas had poor attack power, but many had effects allowing them to swarm the field.
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A Ninja Deck is a deck that revolves around the Ninja archetype. To effectively use the archetype, Ninja Decks must use a large variety of monsters. WIND monsters are helpful for the effect of Lady Ninja Yae, while DARK monsters are necessary for the effect of Strike Ninja. As well, high level monsters that can be summoned with Ninjitsu Art of Transformation. Ideally, one should attempt to use monsters that fulfill several of these criteria; for example, Brain Crusher is both DARK and Insect.
Ninja Decks can be made in a variety of ways; although there is very little archetype specific support, they qualify for Warrior support, as well as the aforementioned WIND and DARK monsters. Since this deck combines WIND and DARK monsters, Dark Simorgh is perfect in this deck.
Ninja Decks are rarely seen, as there is very little support currently available for the archetype, and the decks can be difficult to make, as they require one to incorporate a wide variety of cards.
Although Armed Ninja and Crimson Ninja are Ninjas, they will be difficult to use in a Ninja Deck, as their effects are sub par and most of the time their effects are only activated upon their being attacked and destroyed, making them difficult to effectively use with Ninjitsu Art of Transformation. Their 1 star level also limits a duelist's options to support mosters such as Nimble Momonga or Giant Rat. Using the transformation to summon Beatdown monsters such as Chainsaw Insect and Berserk Gorilla is a waste, since the higher level ninja cards can be used to summon better Beatdown monsters such as Big Koala and Behemoth the King of All Animals, or the top two Ultimate Insects and Insect Queen. The transformation can be used to stall for better cards by special summoning high defense monsters such as Soul Tiger or Cocoon of Evolution. Another great card to special summon is Stealth Bird since it has decent defense (1700), and can be fliped face down to prepare for its flip effect damage. Though if one of these ninja cards can survive your opponent's turn while Face-up, you can use Ninjitsu Art of Transformation to special summon Ultimate Insect LV3 during your opponent's End Phase. Then when your Standby Phase starts you will be able to level this monster up into Ultimate Insect LV5 and gain it's special effect. Furthermore, destroying Ninjitsu Art of Transformation will not destroy the higher level monster since it was equiped to the previous level monster. However, it will remain in the spell/trap zone since the previous level monster was not destroyed but rather tributed.
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Ninjas is a Mastermind primary power set.
You are known by many names... Sensei, Shogun, Kage, Lord. What you are is a Master of the most deadly assassins the world has ever seen... You are a Ninja Master. Command your Ninja Henchmen and even train them in new weapons and techniques. Ninjas have superior reflexes and can even super leap. Their training makes them highly resistant to confusion. Ninja Henchmen cannot be resurrected.
References to "Ninja Henchmen" in the following powers include all Ninja powerset Henchmen. That means the Oni as well.
Ninjas is available as a primary power set for Masterminds. The following table shows which powers are available and at what level:
Power | Level | Effect | |
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Snap Shot | 1 | Ranged, Minor Damage (Lethal) |
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Call Genin | 1 | Summon Genin |
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Aimed Shot | 2 | Ranged, Moderate Damage (Lethal) |
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Train Ninjas | 6 | Ranged, Train Ninja Henchman |
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Fistful of Arrows | 8 | Ranged (Cone), Moderate Damage (Lethal) |
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Call Jounin | 12 | Summon Jounin |
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Smoke Flash | 18 | Hide Ninja |
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Oni | 26 | Summon Oni |
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Kuji In Zen | 32 | Ranged, Enlighten Ninja Henchman |
The following are powers in the Ninjas powerset.
Though it takes longer to execute, your Aimed Shot deals greater damage than Snap Shot.
Damage | Moderate(Lethal) |
Recharge | Moderate |
Minimum Level | ![]() |
Effects | Ranged |
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Calls forth one to three Genin Ninja (the second is available at level six, the third at level eighteen) to do your bidding. Genin have good reflexes and jumping skill, but they are still the lowest rank Ninja and only possess the most rudimentary skills. However, they can be trained in more advance techniques and weapons. You may only have 3 Genin under your control at any given time. If you attempt to call Genin, you can only replace the ones you have lost in battle. If you already have three, the power will fail.
Recharge | Very Long |
Minimum Level | ![]() |
Effects | Summon Genin |
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You can summon one to two highly skilled Jounin Ninja (the second is available at level twenty-four). Jounin are master assassins and expert swordsmen. They possess superior reflexes and jumping skill. Like all Henchmen, Jounin can be trained in even deadlier Ninjitsu techniques and weapons. You may only have 2 Jounin under your control at any given time. If you attempt to summon more Jounin, you can only replace the ones you have lost in battle. If you already have two, the power will fail.
Recharge | Very Long |
Minimum Level | ![]() |
Effects | Summon Jounin |
Basic Powers | ![]() |
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You fire a fistful of arrows at foes in a cone in front of your. Good at close range.
Damage | Moderate(Lethal) |
Recharge | Moderate |
Minimum Level | ![]() |
Effects | Ranged (Cone) |
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Kuji In Zen will permanently bestow the most advanced techniques and powers to one Ninja Henchman. The Enlightened Ninja will gain new abilities, powers and weapons. The powers gained are unique and dependent upon the target Ninja Henchman that is Enlightened. This power only works on your Ninja Henchmen and you can only Enlighten any given Ninja Henchman once.
Recharge | Medium |
Minimum Level | ![]() |
Effects | Ranged |
Enlighten Ninja Henchman | |
Genin: | |
Visual Change: | Metal headband, face mask |
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Jounin: | |
Visual Change: | Metal headband, shoulder pads |
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Oni: | |
Visual Change: | Fiery eye aura |
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Summons an ancient and powerful Oni, a formidable creature who possesses the skill of a warrior and the powers of wind and fire. You may only have 1 Oni under your control at any given time. If you attempt to summon another Oni, the power will fail.
(Note: Oni is a Fire/Fire Dominator)
Recharge | Very Long |
Minimum Level | ![]() |
Effects | Summon Oni |
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You can command one of your Ninja Henchmen to throw down a Smoke Bomb. The Smoke Flash will allow the Ninja to Placate his nearby foes, and thus unable to target the Ninja. The Smoke Flash also makes the Ninja stealthy and hidden for about 10 seconds, enabling him to perform critical hits with his next few attacks. You can only use this power on Ninja Henchmen.
Recharge | Slow |
Minimum Level | ![]() |
Effects | Hide Ninja |
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A quick attack that fires an arrow at your foe after only minimal aiming. Fast, but little damage.
Damage | Minor(Lethal) |
Recharge | Fast |
Minimum Level | ![]() |
Effects | Ranged |
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Train your Ninja Henchmen with more advanced techniques and weaponry. This power permanently bestows new powers and abilities to one Ninja Henchman. The powers gained are unique and dependent upon the target Ninja Henchman. This power only works on your Ninja Henchmen and you can only Train any given Ninja Henchman once.
Recharge | Medium |
Minimum Level | ![]() |
Effects | Ranged |
Train Ninja Henchman | |
Genin: | |
Visual Change: | None |
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Jounin: | |
Visual Change: | Second sword, wrist crossbow |
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Oni: | |
Visual Change: | Fiery body aura |
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