A good mono fire deck is going to want to hit hard fast, and clean up in the late game. In this manner, you need to have powerful teams early on. Also fire decks usually lack mental power so playing with cards like Sakura and Shikamaru will up your chances or knocking back a strong mental power based deck. Here is a good, solid base build for a mono fire deck.
Turn 0 - The Keystone
3 copies of Sasuke Uchiha (Analysis of Competition)
1 copy of Kibia (Ninja art of Beast Mimicry)
2 copies of Konohamaru (Hokages Grandson)
1 copy of Naruto Uzumaki (Nine Tailed Chakra)
You want to make sure you hit this drop or you could be faced with trouble down the road. Kiba is just a good fire card attacking for 2, and you can always charge him to your charka area later if need be. Sasuke is just a monster with 4 attack right off the bat, and Naruto will mess with an opponents head. His ability to gain +1 attack for each card in your hand while injured will have your opponent thinking "do I really want to hit this guy, or just give him a card?" This ability will earn you many key cards in the early game. And of course Konohamaru will have your big ninja out fast.
Turn 1 - Support
2 copies of Temari (Analytical Mind)
2 copies of Shikamaru (Smarty Pants)
1 copy of Sakura (Determination)
This turn is all about support, that's why it is so important to get a ninja out on turn 0, even if it's just Konohamaru. Temari gives 3 support with her effect, something we usually have to wait until turn 3 or 4 to see and 1 mental power. Shikamaru is a plus 2 support, but he gains a +1 mental power for each card in your hand so all around he's very good in a "stupid" fire deck. Sakura is like Naruto in a sense, she give 3 mental power, a nice addition to the card, and 1 support, however switching her to injured status will bump that support up to 3. This can be a dangerous move, but well worth the risk and ability to mess with an opponents head.
Turn 2 -The Filler
1 copy or Iruka (Reward)
1 copy of The Demon Brothers Meizu
1 copy of The Demon Brothers Gouzu
This turn is basically just to keep the pressure up for an opponent. Iruka has a nice effect, being able to heal your ninja once, but his attack and support are nothing to brag about. The Demon Brothers are again just to hit the drop with a basic 3 attack and 2 support
Turn 3 - The Option
2 copies of Hayate Gekko (Judgment)
1 copy Ebisu (Repeated Defeat)
Hayate Gekko is a great turn 3 character giving you the option of attack or support. His power is also pretty decent being able to restore ninja to the top or bottom of your deck as they are defeated. Ebisu is powerful, and just thrown into the mix to make sure you keep field presence over an opponent. Also if you have Konohamaru in play from turn 0 then you can start playing your Jonin ninja here, like Kakashi! This move can be devastating to an opponent and may win you the game by this turn or the next
Turn 4 - The Power
2 copies of Kakashi
2 copies of Kureni
This turn is simple; the big hitters come out to play. By this point your main attacking force has been Sasuke, and by now he's not going to be able to stand up to the more powerful Jonin ninja. Move him off to the side and allow another strong ninja like Hayate or Kakashi take the lead. Kureni is also a good leader, but valued because of her support.
Turn 5 - Not to much going on
1 copy of Kakashi (Early Settlement) or (Confident if Subordinates)
Kakashi (Early Settlement) is a great high powered great attack card, however he is extremely rare and not many casual players will have him. The other Kakashi however is an equally good choice and will serve you well in the late game by adding an extra support to all the Genin ninja on his team, that makes Temari a 4 support! By this turn you should be able to crush the force your opponent has, your teams are all strong by this point, your support is massive, and there should be no way for them to even stand up after this turn.
Turn 6 - The Final Straw
2 copies of The Third Hokage (Village Governor)
This is a just in case measure, you should have won by now, or you can drop Hogake on turn 5 is Konohamaru is in play. Hokage is just an all around good card, with 6 attack and 4 support what more should you ask for? Well how about a great effect? Yes Hokage can heal any ninja in play by using 1 chakra, and aside fro that he has the Satoosa attribute. Hokage being played on turn 5 or 6 will seal you inevitable victory.
Jutsu cards
3 copies of Fire Style: Fire Ball Jutsu
2 copies of 8 Trigrams Divination Seal
2 copies of Sharaingan Eye
1 Chidori
1 Lightning Blades
Here is where the true tech of this fiery beast lies. Fire Style Fire Ball Jutsu will injure an opponent automatically and 8 Trigrams will send one of their ninja reeling back to the top of their deck, giving you advantage strength wise and possibly winning you an outstanding victory. Sharingan Eye will knockout opponent's jutsus and Lightning Blades will cause an automatic damage to any ninja, and possibly discard them completely. Chidoro will add attack to Sasuke or Kakashi's team if you win, then every opposing ninja will receive extra damage!
Mission cards
2 copies of The one Who Inherits and Entrusts the Will
2 copies of Capturing of the Missing Pet Tora
2 copies of High Speed Body
1 copy of Dancing Leaves
This is where you get the massive draw power and charka charging abilities to use those amazing jutsu cards. The one Who Inherits and Entrusts the Will allow you to draw massively if all your in play ninja are form the Leaf Village, remember I said that was a plus at the beginning. Capturing of the Missing Pet Tora is a basic card used to charge charka and draw a card, and Dancing leaves is a great draw card. If you up Sasuke's entrance cost from 0 to 2 then you get to draw 3 cards if you play him. Also High speed body will allow you to mill through your deck as long as Kakashi or Sasuke is in play, this allows you to get your better jutsu and ninja in the turns you really need them.
An opponent may be thrown off by the power, sped and ferocity of this deck. Many of the tactics implicated in the above list are not commonly used, but prove very effective. Also modify the deck as you see fit, this is just a solid and basic build. The mono fire decks that come out onto the tournament scene this year may surprise even the designers of this game. If played right this deck arch type is one of the hardest to compete with, even possibly rivaling the popularity of fire/water builds in the past. If you can think fast on your feet and remain clam in the hot seat then this deck will carry you far!
Published by Robert Guinn
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