Deck Profile

Otogakure Deck

20 monster

1. Dosu Kinuta/Dark/Level 3/Shinobi/Effect/ATK 1000/DEF 1000)

Effect: During the Damage Step, the monster this card attacks loses 500 ATK

2. Zaku Abumi/Wind/Level 3/Shinobi/ATK 800/DEF 1000

3. Kin Tsuchi/Dark/Level 2/Shinobi/Effect/ATK 700/DEF 800

Effect: When this card is attacked, decrease the attacking monster's ATK by 500 until the end of the damage step

4. Yoroi Akado/Water/Level 3/Shinobi/Effect/ATK900/DEF 800

Effect: Everyone of your standby phases you can decrease one monsters attack by 500 and add it to this card

5. Misumi Tsurugi/Water/Level 3/Shinobi/Effect/ATK 800/DEF 900

Effect: This card can be played as an Equip Spell. If this is done, then the equipped Monster can't change battle position or attack

6. Jirobo/Earth/Level 4/Shinobi/ATK 1300/DEF 2000

7. Kidomaru/Dark/Level 4/Shinobi/Effect/ATK 1400/DEF 1200

Effect: On your Standby Phase, deal 500 life points to your opponent. This effect last so long as this monster remains face up on the field.

8. Tayuya/Dark/Level 3/Shinobi/Effect/ATK1200/DEF1100

Effect: When this card is destroyed, you can equip it to one of your opponent's monster. The equipped monster can no longer change modes or attack

9. (2)Sakon/Darl/Level 4/Shinobi/Effect/ATK 1500/DEF1500

Effect: If Ukon is on the field, then this card gains 400 ATK and DEF

10. (2)Ukon/Dark/Level 4/Shinobi/Effect/ATK 1500/DEF 1500

Effect: If Sakon is on the field, then this card gains 400 ATK and DEF

11. Karin/Earth/Level 3/Shinobi/ Effect/ATK 900/DEF 600

Flip Effect: When this card is flipped, you gain 1000 life points

12. (2)Suigetsu Hozuki/Water/Level 4/Shinobi/Effect/ATK 1600/DEF 1700

Effect: Once per turn, prevent this monster's destruction weather it be from card effect or battle.

13. (2)Jugo/Earth/Level 4/Shinobi/Effect/ATK 1800/DEF 1800

Effect: This card gains 500 ATK until the end of the damage step

14. Kabuto Yakushi/Earth/Level 6/Shinobi/Effect/ATK 2500/DEF 1700

Effect: When this card is summoned, you gain 500 life points for every spell and trap card on the field

15. Kimimaro/Dark/Level 7/Shinobi/Effect/ATK 2500/DEF 2200

Effect: If this monster attacks a defense position monster, inflict piercing battle damage to your opponent

16. Guren/Earth/Level 7/Shinobi/ATK 2500/DEF 2000

10 Spells

1. (2)Pot of Greed/Normal Spell

Draw two cards.

2. Polymerization/Normal Spell

Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.

3. Summoning Jutsu: Snakes/Normal Spell

Summon two "Snake Tokens/Dark/LV 3/ATK1000/DEF1000"

4. Reanimation Jutsu/Normal Spell

Tribute one Shinobi monster to special summon one Shinobi monster from your grave.

5. Otogakure/Field Spell

All Shinobi Monsters gain 500 ATK. All Shinobi monster's levels are reduced by 2.

6. (2)Curse Mark Lv1/Equip Spell

Boost any Shinobi Monster's ATK by 500.

7. (2)Curse Mark Lv2/Equip Spell

Boost any Shinobi Monster's Attack by 1000

10 Traps

1. (2)Body Replacement/Normal Trap

If a monster was just destroyed, bring it back to the field in attack mode

2. (2)Demon Consuming Seal/Normal Trap

Remove from play one monster on your side of the field and one on your opponent's

4. (2)Binding Snake Glare/Continuous

Target a monster. That monster can no longer attack so long as this card remains face up on the field

5. (2)Regeneration/Normal

Destroy one of your own monsters and gain their ATK as Life points

6. (2)Test Curse Mark/ Normal

A Shinobi monster gains 1500 ATK, but it is destroyed at the end of the turn

Fusion Monster

1. Sakon & Ukon/Dark/Level 7/Shinobi/Effect/ATK 2600/DEF 2300

Effect: Equip one monster from your grave to this card. When you do, this monster gains 1000 ATK and 1000 DEF