Deck Profile
Konoha Deck v1
21 Monster
1.Kid Naruto/Wind/Level 1/Shinobi/Effect/ATK 200/ DEF 300
Effect: If this monster is attacked, then choose one trap card in your opponent's graveyard and add it to your hand.
2.(2) Naruto/Wind/Level 3/Shinobi/Effect/ATK 1000 / DEF 1300
Effect: When this card is normal summoned, special summon two "Shadow Clone Tokens" (Wind/Level 1/Shinobi/ATK 0/DEF 0) in defense position. As long as you control a "Shadow Clone Token", your opponent cannot select this card as an attack target.
3.Sasuke/Fire/Level 4/Shinobi/ATK 1500/ DEF 1200
4.Sakura/Earth/Level 2/Shinobi/Effect/ATK 800/Def 700
Effect: If Sasuke is on the field then Sakura gains 200 ATK and DEF
5.Shikamaru/Dark/Leve 4/Shinobi/ATK 900/Def 1500
6.Choji/Earth/Level 3/Shinobi/ATK 800/ DEF 2000
7.Ino/Earth/Level 2/Shinobi/Effect/ATK 800/DEF 700
Flip Effect: When Ino is flipped face up take control of your opponent's monster with the lowest ATK points until the end of the turn
8.(2)Kiba/Earth/Level 4/Shinobi/Effect/ATK 1400/DEF 900
Effect: Search your deck for one Akamaru card and play it on the field
9.Akamaru/Earth/Level 2/Beat Warrior/Effect/ATK 500/ DEF 400
Effect: If Kiba is on the field, then Akamaru gain 300 ATK and 400 DEF
10.Hinata/Earth/Level 3/Shinobi/ATK 1100/DEF 600
11.Shino/Insect/Level 4/Shinobi/ATK 1500/DEF 1400
12.Lee/Earth/Level 4/Shinobi/ATK 1700/DEF 1500
13.(2)Tenten/Earth/Level 4/Shinobi/ATK 1400/DEF 1200
Effect: Once per turn search your deck for an equip spell and add it to your hand
14.Neji/Earth/Level 4/Shinobi/ATK 1500/DEF 1700
15.Iruka/Fire/Level 5/Shinobi/ATK 2000/DEF 1500
16.Kurnai/Water/Level 7/Shinobi/ATK 2300/DEF 2100
17.Asuma/Wind/Level 7/Shinobi/Effect/ATK 2500/DEF 2000
Effect: If this monster attacks a defense position monster, inflict piercing battle damage to your opponent
10 spells
1.(2) Polymerizations/Normal Spell
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.
2.Monster Reborn/Normal Spell
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.
3.Pot of Greed/Normal Spell
Draw two cards.
4.Ino-Shika-Cho Formation/Continuous Spell
If Ino, Shikamaru, and Choji are present on the field then activate one effect, of your choosing, once per your turn:
at one random card in the opponent's hand
1 monster the opponent controls and as long as Shikamaru is on the field it cannot attack or change battle positions
1 monster the opponent controls with the highest def
5.Fang over Fang/Quick-Play Spell
If both Kiba and Akamaru are on the field, then destroy one card on your opponent's side of the field
6.Konoha/Field Spell
Every Shinobi on your side of the field gains 300 ATK. If one of your Shinobi are destroyed, then summon a Level 4 or lower Shinobi from your deck.
7.Shuriken/Equip Spell
Boost any Shinobi monster by 400 ATK and 300 DEF
8.Kunai/Equip Spell
Boost any Shinobi monster by 500 ATK and 200 DEF
9.Will of Fire/Equip Spell
Boost any Shinobi monster by 1000 ATK and 500 DEF
10 Traps
1.Negate attack/Counter Trap
When an opponent's monster declares an attack: Target the attacking monster; negate the attack, then end the Battle Phase.
2.Call of the Haunted/Continuous Trap
Activate this card by targeting 1 monster in your Grave Yard; Special Summon that target in Attack Position. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.
3.Dust Tornado/Normal Trap
Target 1 Spell/Trap Card your opponent controls; destroy that target, then you can Set 1 Spell/Trap Card from your hand.
4.Defend the Gate/Normal Trap
Target face up Shinobi gains 500 DEF until the end of the turn
5.Substitution/Continuous Trap
When an opponent's monster declares an attack: Target the attacking monster; negate the attack, also, after that, set this card face-down instead of sending it to the Grave Yard
6.Paper Bomb/Counter trap
Attacking monster loses 500 life points
7.Wire String/Continuous trap
Activate this card by targeting 1 face-up monster your opponent controls; it loses 500 ATK, also it cannot attack or change its battle position. When it leaves the field, destroy this card.
8.Genjutsu/Counter Trap
When you opponent activates a Spell/Trap Card, while you control a Shinobi monster, negate and destroy that card
9.Ninjutsu/Continuous Trap
During your main phase you may pay 500 life points to normal summon again
10.Taijutsu/Normal Trap
When your opponent Normal or Flip Summons 1 monster with 1000 or more ATK: Target that monster; destroy that target.
4 Fusion Monsters
1.Shippuden Naruto/Wind/LV 7/Shinobi/Fusion/Effect/ATK 2800/DEF 2500
Shippuden Naruto + 1 Shinobi monster
As long as this card remains face up on the field, you get one "Shadow Clone Token" (Wind/Level 1/Shinobi/ATK 0/DEF 0) per turn in defense position. As long as you control a "Shadow Clone Token", your opponent cannot select this card as an attack target, and if a monster you control were to be destroyed you can destroy a token instead
2.Shippuden Kiba/Earth/Level 7/Shinobi/ATK 2500/DEF 2200
Kiba + 1 Shinobi monster
Effect: So long as Shippuden Kiba remains on the field, you may bring Akamaru back from the grave once per turn
3.Shippuden Choji/Earth/Level 6/Shinobi/ Fusion/ATK 1500/DEF 2500
Choji + 1 Shinobi monster
4.Shippuden Tenten/Earth/Level 6/Shinobi/Fusion/Effect/ATK 2000/ DEF 1600
Tenten + 1 Shinobi Monster
Effect: Once per duel return one equip spell from the Grave Yard to your hand
Crowler
1 cards in hand
Zack
2 card in hand
20 Monster
10 Spells
10 Traps
Fusion Monsters
