Quillion:I know, you aren't used to me talking at the top of these things, but I just wanted to inform you that while the monster sections is unchanged, Bastion has added in a few traps and spells to give the deck a few more options. To keep this as a 40 card deck, some spells and traps have been taken out to make room. Only those that have doubles. Also, this is updated after the events of last chapter, so Orochimaru and his spell are in here now. Anyways, that's all.


Deck Profile

Bastion's Otogakure Deck

20 Monsters

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/ATK 900/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/Dark/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. Pot of Greed/Normal Spell

Draw two cards.

2. Graceful Charity

Draw 3 cards, then discard 2 cards.

3. (2)Polymerization/Normal Spell

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

4. Summoning Jutsu: Snakes/Normal Spell

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

5. Reanimation Jutsu/Normal Spell

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

6. Otogakure/Field Spell

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

7. Summoning: Reanimation/Normal spell

Activate only if "Orochimaru" is face-up on your side of the field. Tribute 1 monster you control, special summon 1 monster from either players GY to your side of the field ignoring summoning conditions.

8. Curse Mark Lv1/Equip Spell

Boost any Shinobi Monster's ATK by 500.

9. Curse Mark Lv2/Equip Spell

Boost any Shinobi Monster's Attack by 1000

10 Traps

1. Body Replacement/Normal

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

2. Call of the Haunted/Continuous

Activate this card by targeting 1 monster in your GY; 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. Magic Cylinder/Normal

When an opponent's monster declares an attack: Target the attacking monster; negate the attack, and if you do, inflict damage to your opponent equal to its ATK.

4. Draining Shield/Normal

When an opponent's monster declares an attack: Target the attacking monster; negate that attack, and if you do, gain LP equal to that target's ATK.

5. Demon Consuming Seal/Normal

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

6. Dust Tornado/Normal

Target 1 Spell/Trap Card your opponent controls; destroy that target, then you can Set 1 Spell/Trap Card from your hand.

7. Binding Snake Glare/Continuous

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

8. (2)Regeneration/Normal

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

9. Test Curse Mark/Normal

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

2 Fusion Monsters

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

Sakon + Ukon

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

2. Orochimaru/Dark/Level 8/Shinobi/Fusion/Effect/ATK 3000/DEF 2500

3 Shinobi monsters

If this card is in your grave, then you may tribute one monster to bring it back to the field. If this card is selected as an attack target, you can place 1 "curse seal" counter on the attacking monster. When this card is destroyed by battle, target 1 monster your opponent controls, with a "curse seal" counter, and take control of that monster