Naruto: How to Build a Mono Water Deck

The Basic Secrets to This Powerful Deck Arch Type

Robert Guinn
The world of the Naruto trading card game has grow ten fold since the release of the fourth instalment in the series Revenge and Rebirth. With all the new additions the games arch type and mete have changed drastically incorporating many variaties of decks that now see play. Before now the dominate deck was Water/Fire running Zabuza Momochi (Demon of the Cloud Village) along with a ton of damage inducing cards like Fire Ball Jutsu, and Water Dragon Jutsu. In the current format we see that this has changed and now water seems strong enough to stand on it's own.

Water has for a long time been looked at as a support attribute in the game, with fire being the dominate element. There have also been a flurry of Earth/Wind mental power decks floating around but that still leaves water to sit there with decent cards but not enough get up and go during the early game. Now with Revenge and Rebirth on store shelves we can put together a good mono water deck that can be very productive, and stand on its own two feet in the current environment.

Let's start with your turn 0 ninja. You want to run

3 copies of Sasuke Uchiha (Analysis of Competition)
3 copies of Konohamaru (Hokages Grandson).

Yes this is a mono water deck but you need some stability with your ninja. Konohamaru will allow you to pull out bigger ninja like Zabuza and The second Hokage earlier in the game winning you a big victory in a short time. Sasuke is a vital turn 0 in almost ever competitive deck around. He starts at a 3/0 but in the first three turns of the game he's almost guaranteed to gain a +1 attack due to his effect. Also the draw back of gaining a -1 when fighting a Jonin or higher will only come into play on turn three at the least, then after he has worn out his welcome just use him to defend once or twice.

Now for turn 1 you should consider

2 copies of Dosu (Sonic Impact)
3 copies of Temari (Analytical Mind)

Dosu is like a mini Zabuza, mainly being used in defense though. He can automatically injure opponents powerful ninja in the late game, but also is coupled with a good supporter can completely destroy an opponent in one turn. Temari is the best turn 1 ninja in the game without a doubt. She is always going to have 3 support and on turn 1 this is huge! Imagine using her to support Sasuke from turn 0 against your opponents team, you would certainly have a team power of 7 while your opponent would be forced to accept complete defeat or fork over two battle rewards very early on.

Turn 2 means backup

1 copy of The Demon Brothers Meizu
1 copy of The Demon Brothers Gouzu

Turn 2 is not all important for a mono water deck, it's more or less a back up turn. If you miss you Sasuke on turn 0 then these guys can fill in with 3 attack. If you missed your Temari on turn 1 then these two can come to the rescue with an average support of 2, but it's better then nothing.

The very important turn 3

3 copies of Tayua (Impenetrable Barrier)
2 copies of Haku (Kekki Genkai: Bloodline Trait)

So Water finally got its own rare version of Hayta Gekko in the form of Tayua. She gives 3 support even if she is injured! This is a big plus because water decks lack support at every turn. Then Haku steps up to the plate being a great leader as well as support with a 4/3. Also Haku's power is really good allowing you to use any jutsu without worry about your opponent stopping you. Turn 3 is going to make or break the game for a mono water deck.

Turn 4, the filler

1 copy of Kureni
2 copies of Suien (Easy Power)

Turn 4 will cover any of your past wrongs by bringing out a good supporter or a big attacker. Suien will devistate your opponent for a couple of turns especially if used with a ninja that has at least decent support, and Kureni will cover any hole you have left wither it's on attack or defense. Use this turn to organize your thoughts and assess the situation at hand. By this point in the game you should be well ahead of your opponent if everything goes right.

The turn of death, turn 5

1 copy of Kabuto (Covert Ops)
2 copies of Zabuza Momochi (Demon of the loud Village)

Ok so here is where your opponent will concede, or foolishly continue this futile match. Zabuza or Kabuto could possibly be put out on turn 4 if you have Konohameru in play, but either way this guy will spell death doom and despair for all your opponents ninja. His power is perfect for knocking out mental power decks, if you use water dragon jutsu then it's an instant kill, and with all the support water now has Zabuza can easily take on an entire team, if you win the battle by an overwhelming victory your opponent just lost their entire team. Kabuto is also a great turn 5 ninja, mainly because his ability and massive amounts of stats. Kabuto can never be the target of your opponents jutsu cards and he has the following stats, Sound, Jonin rouge ninja, Medical, Male, Mental Power 2. Yes turn 5 will be your opponents end.

Turn 6, the just in case turn

1 copy of The Second Hokage (The Hokage Level)

This card fits perfectly with the theme of this deck. The Second Hokage can also come out a turn early if you have Konohamaru in play, but the Second Hokage's power is what makes him great. If you use a jutsu card with this character that has the water attribute you can lessen the cost of that jutsu by 1 water chakra. This means that Giant Vortex Jutsu will only cost two water chakra instead of three, also Hidden Mist Jutsu will only cost you 1!

Now the Jutsu cards in this deck will vary from person to person and also on how this deck runs in your area. Many times the type of deck you build is based on the meta in your spacific area, but this list should be a good guideline.

3 copies of Water Style: Water Dragon Jutsu
3 copies of Water Style: Giant Vortex Jutsu
3 copies of Hidden Mist Jutsu
2 copies of Senbon

This amount of tech cards may not be essential, but you may find it to be a powerful combination! Water Dragon Jutsu will serve you well in battle by injuring ninja, and with Zabuza's effect compleatly defeat them. Giant Vortex Jutsu will send an entire team back to your opponents hand, clearing the way for a direct attack against the village, and Hidden Mist Jutsu will negate your foe's annoying Sharingan or other powerful jutsu. Senbon is a good back up card in case you happen to be injured in a tight spot, plus it may give you that extr push to overwhelm your opponents team.

Your Mission cards can really be useful if played right. They actually server a duel purpose in this deck by providing useful effects, and charging vital chakra. Try and use the following

2 copies of Appearance of Unknown Rivals
2 copies of End of the Demon

Appearance of Unknown Rivals will give you vital draw power, key in the late game when you desperately want to draw Zabuza or a Giant Vortex Jutsu, and End of the Demon will put your weak and injured chunin or higher ninja to good use. End of the Demon will wipe out powerful ninja your opponent planned to have around for a while, for the minor cost of an injured Demon Brother.

This deck above contains 41 cards. 25 ninjas 11 jutsu and 4 missions. Please feel free to modify this deck in any way as it is just an outline of a basic mono water deck. Remember that the possibilities in this game are endless, but this deck does very well in preparing for the unpredictable, giving you the advantage in a very competitive format.

Published by Robert Guinn

I love to write and good at it.  View profile

2 Comments

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  • Mark Cooper3/4/2009

    I personally don't get why Hidden Mist Jutsu is in there. Yeah it has Zabuza's face on the picture, but i wouldn't say it belongs in this deck, or any deck for that matter. It's a perfect waste of cardboard, or whatever cars are made out of, you'd be better off using Water prison, since you will usually be free of most Jutsu danger because of W. Dragon and Vortex. But for the most part, not bad except you know you can only have 40 cards not 41, but i'm sure you know that anyway. 4 out of 5.

  • Z4C32/4/2009

    you need more stronger cards in this deck!

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