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Ninja: deck recipe [Mar 2021]

Duel Links Ninja deck, Ninja in the meta, how to use Ninja cards.
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Tag Duel Tournament Event
update 04/03/2021

Required Card Boxes

Electric Overload Galactic Origin Masters of Shadow

Example Deck

Standard Version

Ninja Grandmaster HanzoNinja Grandmaster HanzoNinja Grandmaster HanzoYellow Dragon NinjaYellow Dragon NinjaKiteroid
KiteroidWhite Dragon NinjaYellow NinjaYellow NinjaCosmic CycloneCosmic Cyclone
Armor Ninjitsu Art of AlchemyHidden Village of Ninjitsu ArtsHidden Village of Ninjitsu ArtsNinjitsu Art NotebookKarma CutKarma Cut
Ninjitsu Art of Super-TransformationNinjitsu Art of Super-TransformationNinjitsu Art of Super-Transformation---
Kachi Kochi DragonAbyss DwellerNumber 70: Malevolent SinSteelswarm RoachNumber 91: Thunder Spark DragonDiamond Dire Wolf
Number 50: Blackship of Corn-----
[Skill] descriptionUser
Reinforcement
Can be used each time your Life Points decrease by 1500. Return 1 card from your hand to your Deck and draw a random Warrior-Type monster.
Common
Common

Level Augmentation Version

Ninja Grandmaster HanzoNinja Grandmaster HanzoNinja Grandmaster HanzoKarakuri Ninja mdl 339 "Sazank"Yellow Dragon NinjaBlack Dragon Ninja
Black Dragon NinjaAqua Armor NinjaAqua Armor NinjaArmor Ninjitsu Art of AlchemyArmor Ninjitsu Art of AlchemyHidden Village of Ninjitsu Arts
Hidden Village of Ninjitsu ArtsNinjitsu Art NotebookNinjitsu Art NotebookNinjitsu Art NotebookNinjitsu Art of TransformationNinjitsu Art of Super-Transformation
Treacherous Trap HoleNinjitsu Art of Duplication----
Kachi Kochi DragonAbyss DwellerNumber 70: Malevolent SinSteelswarm RoachNumber 91: Thunder Spark DragonDiamond Dire Wolf
Number 50: Blackship of Corn-----
[Skill] descriptionUser
Level Augmentation
Reveal 1 monster in your hand and select 1 monster on your side of the field. The selected monster's level increase by the level of the monster you revealed. This Skill can only be used once per Duel.
Common
Common

How to Use

Ninja Grandmaster Hanzo

Ninja Grandmaster Hanzo
Ninja Grandmaster Hanzo
DARK Warrior ★4
ATK 1800 / DEF 100
Masters of Shadow [UR]
When this card is Normal Summoned: You can add 1 "Ninjitsu Art" card from your Deck to your hand. When this card is Flip or Special Summoned: You can add 1 "Ninja" monster from your Deck to your hand, except "Ninja Grandmaster Hanzo".

When Ninja Grandmaster Hanzo is Normal Summoned, you can add 1 “Ninjitsu Art” card from your Deck to your hand.

  • Normal Summon Ninja Grandmaster Hanzo and search Ninjitsu Art Notebook or Armor Ninjitsu Art of Alchemy.

Ninjitsu Art Notebook is a Continuous Spell that, once per turn, allows you to Set 1 “Ninjitsu Art” Spell/Trap Card directly from your Deck by sending 1 “Ninja” monster from your hand to the Graveyard. You can use Notebook to Set Ninjitsu Art of Duplication, Transformation, or Super-Transformation, or you can use it in combination with Alchemy to draw through your deck.

  • Normal Summon Ninja Grandmaster Hanzo and search Ninjitsu Art of Duplication, Transformation, or Super-Transformation.

Other Ninja Monsters

Yellow Dragon Ninja
Yellow Dragon Ninja
WIND Dinosaur ★8
ATK 3000 / DEF 1500
Masters of Shadow [SR]
Cannot be Special Summoned, except with the effect of a "Ninja" monster or "Ninjitsu Art" card. Once per turn (Quick Effect): You can send 1 "Ninja" monster and 1 "Ninjitsu Art" card from your hand and/or face-up field to the GY, then target up to 2 Spells/Traps on the field; destroy them.
White Dragon Ninja
White Dragon Ninja
LIGHT Dragon ★7
ATK 2700 / DEF 1200
Masters of Shadow [R]
Cannot be Special Summoned, except with a "Ninjitsu Art" card's effect. Spell/Trap Cards you control cannot be destroyed by card effects.
Yellow Ninja
Yellow Ninja
WIND Warrior ★4
ATK 1900 / DEF 1800
Masters of Shadow [R]
If this card is Normal Summoned or flipped face-up: You can Special Summon 1 Level 4 or lower "Ninja" monster from your hand in Attack Position or face-down Defense Position, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Ninja" monsters. You can only use this effect of "Yellow Ninja" once per turn.
Karakuri Ninja mdl 339 "Sazank"
Karakuri Ninja mdl 339 "Sazank"
EARTH Machine ★3
ATK 1200 / DEF 1200
Valiant Souls [UR]
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is flipped face-up, select 1 face-up monster on the field, and send it to the Graveyard. During the turn this card is flipped face-up, it can attack your opponent directly.
Aqua Armor Ninja
Aqua Armor Ninja
WATER Warrior ★4
ATK 800 / DEF 1600
Generation Next [R]
When your opponent's monster declares a direct attack, if you have another "Ninja" monster in your Graveyard: You can banish this card from your Graveyard to target the attacking monster; negate that attack.

Ninjitsu Art Traps

Ninjitsu Art of Duplication
Ninjitsu Art of Duplication
Continuous Trap
Electric Overload [N]
Tribute 1 "Ninja" monster; Special Summon any number of "Ninja" monsters from your Deck, in face-up Attack Position or face-down Defense Position, with combined Levels less than or equal to the Level of the Tributed monster. When this card leaves the field: Destroy those monsters.

Ninjitsu Art of Duplication is a Continuous Trap Card that is meant to be played in combination with the Skill Level Augmentation.

  • Normal Summon Hanzo, search Duplication, increase Hanzo’s Level by revealing ideally Yellow Dragon Ninja or Black Dragon Ninja.

After increasing its Level, if you activate Ninjitsu Art of Duplication by Tributing Hanzo, you will get to Special Summon multiple “Ninja” monsters from your Deck. There is a wide variety of monsters you can choose from, since, unlike Transformation and Super-Transformation, this Continuous Trap has no restriction.

Ninjitsu Art of Transformation
Ninjitsu Art of Transformation
Continuous Trap
Electric Overload [UR]
Activate this card by Tributing 1 face-up "Ninja" monster; Special Summon 1 Beast, Winged Beast, or Insect-Type monster from your hand or Deck whose Level is less than or equal to the Level the Tributed monster had on the field +3. When this card leaves the field, destroy that monster.

By Tributing 1 face-up “Ninja” monster you control, Ninjitsu Art of Transformation allows you to Special Summon 1 Beast, Winged Beast, or Insect monster from your hand or Deck whose Level is less than or equal to the Level of the Tributed monster +3.

  • Use Transformation to Special Summon Black Dragon Ninja or Red Dragon Ninja.

Black Dragon Ninja is able to banish monsters your opponent controls, whereas Red Dragon Ninja, upon being Summoned, allows you to return 1 Set card your opponent controls to either the top or the bottom of their Deck.

Ninjitsu Art of Super-Transformation
Ninjitsu Art of Super-Transformation
Continuous Trap
Masters of Shadow [SR]
Activate this card by targeting 1 "Ninja" monster you control and 1 face-up monster your opponent controls; send them to the Graveyard, then Special Summon 1 Dragon, Dinosaur, or Sea Serpent-Type monster from your Deck whose Level is less than or equal to the combined original Levels of the sent monster(s). When this card leaves the field, banish that monster.

Ninjitsu Art of Super-Transformation allows you to send 1 “Ninja” monster you control and 1 monster your opponent controls to the Graveyard, and then Special Summon 1 Dragon, Dinosaur, or Sea Serpent monster from your Deck whose Level is less than or equal to the combined original Levels of the sent monsters.

You do technically have to rely on your opponent when you are using this card, since the Level of their monster matters as well, but even Yellow Dragon Ninja, the highest level monster you can Summon using this card, is not that difficult to bring out.

  • Use Super-Transformation to Special Summon Yellow Dragon Ninja or Blue Dragon Ninja.

Yellow Dragon provides back row removal and a pretty decent amount of Attack, whereas Blue Dragon can be used to disrupt your opponent’s plays.

Ninjitsu Art Techs

Armor Ninjitsu Art of Alchemy
Armor Ninjitsu Art of Alchemy
Continuous Spell
Generation Next [SR]
If you control a face-up "Ninjitsu Art" card: Destroy all face-up "Ninjitsu Art" cards you control, then draw 2 cards.

Ninja decks tend to clog their Spell & Trap Card Zones very fast; Ninjitsu Art of Alchemy can help you get rid of the Continuous Traps that are not connected to any of your monsters anymore while also letting you draw two new cards.

Ninjitsu Art Notebook
Ninjitsu Art Notebook
Continuous Spell
Generation Next [R]
Once per turn: You can send 1 "Ninja" monster from your hand to the Graveyard; Set 1 "Ninjitsu Art" Spell/Trap Card directly from your Deck, except "Ninjitsu Art Notebook"

This Continuous Spell allows you to set a “Ninjitsu Art” Spell/Trap Card from your Deck by sending a “Ninja” monster from your hand to the Graveyard; you can set Ninjitsu Art of Alchemy and then activate it to draw two cards or you can just use it to set one of the two Continuous Traps.

Block Attack

Kiteroid
Kiteroid
WIND Machine ★1
ATK 200 / DEF 400
Card Trader [SR]
Activate when you discard this card from your hand during damage calculation after a direct attack. Any Battle Damage you would receive from that direct attack becomes 0. Only once, if you remove this card from the game when it is in your Graveyard, any Battle Damage you would receive from a direct attack becomes 0.

Extra Decks

Kachi Kochi Dragon
Kachi Kochi Dragon
EARTH Dragon ★4
ATK 2100 / DEF 1300
Tag Duel Tournament [Nov 2020] [UR]
2 Level 4 monsters
Once per turn, when this card destroys an opponent's monster by battle and sends it to the Graveyard: You can detach 1 Xyz Material from this card; it can attack once again in a row.
Abyss Dweller
Abyss Dweller
WATER Sea Serpent ★4
ATK 1700 / DEF 1400
Photons of Galaxy [UR]
2 Level 4 monsters
While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn.
Number 70: Malevolent Sin
Number 70: Malevolent Sin
DARK Insect ★4
ATK 2400 / DEF 1200
Photons of Galaxy [SR]
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.
Number 91: Thunder Spark Dragon
Number 91: Thunder Spark Dragon
LIGHT Dragon ★4
ATK 2400 / DEF 2000
Infinite Ray [SR]
3 Level 4 monstersOnce per turn, you can activate 1 of these effects.
● Detach 3 Xyz Materials from this card; destroy all other face-up monsters on the field.
● Detach 5 Xyz Materials from this card; destroy all cards your opponent controls.
Steelswarm Roach
Steelswarm Roach
DARK Fiend ★4
ATK 1900 / DEF 0
Photons of Galaxy [SR]
2 Level 4 monsters
During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it.
Diamond Dire Wolf
Diamond Dire Wolf
EARTH Beast ★4
ATK 2000 / DEF 1200
Voltage of the Metal [SR]
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them.
Number 50: Blackship of Corn
Number 50: Blackship of Corn
DARK Plant ★4
ATK 2100 / DEF 1500
Voltage of the Metal [SR]
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls with ATK less than or equal to this card's; send it to the Graveyard, and if you do, inflict 1000 damage to your opponent. This card cannot attack the turn you activate this effect.

Skills Suggestion

  • The effect of Level Augmentation is permanent and it doesn’t start a chain, meaning that, even if the opponent has the toggle button set to “ON”, they won’t be able to activate anything in response to it, but you can only use this Skill once per Duel.
[Skill] descriptionUser
Level Augmentation
Reveal 1 monster in your hand and select 1 monster on your side of the field. The selected monster's level increase by the level of the monster you revealed. This Skill can only be used once per Duel.
Common
Common
Reinforcement
Can be used each time your Life Points decrease by 1500. Return 1 card from your hand to your Deck and draw a random Warrior-Type monster.
Common
Common

Weaknesses

  • Having to rely on Trap Cards in order to make any kind of play is a complete hindrance. Going 2nd against Dark Magician or any other deck that is capable of removing monsters from the board, which means any deck that runs Treacherous Trap Hole, is a death sentence. You could run Cosmic Cyclone, but, even though I can easily see that as being the optimal way to play this deck, it still feels clunky at times.

  • The effects of your monsters are strong and have to potential to be incredibly impactful, but they also require resources from specific places.

  • Targeting removal of any kind cannot deal with an Invoked Cocytus. No way to get over the monster, unless your opponent forgets to send Aleister the Invoker from their hand to the Graveyard.

  • Swarming the field can easily be punished by a Lava Golem.

Other Cards Option

Red Dragon Ninja

Red Dragon Ninja
Red Dragon Ninja
FIRE Winged Beast ★6
ATK 2400 / DEF 1200
Dawn of Destiny [R]
When this card is Summoned: You can banish 1 "Ninja" or "Ninjitsu Art" card from your Graveyard to target 1 Set card your opponent controls; reveal that Set card, then return it to either the top or bottom of the Deck. Your opponent cannot activate the targeted card in response to this effect's activation. You can only use the effect of "Red Dragon Ninja" once per turn.

When Red Dragon Ninja is Summoned, you can banish a “Ninja” or a “Ninjitsu Art” card from your Graveyard to target a Set card your opponent controls and then return it to either the top or the bottom of their Deck; similarly to Fire Formation - Gyokkou your opponent can’t chain the card that was selected to Red Dragon Ninja’s effect, but they could still activate another card or effect in response to it and then chain the targeted card.

Red Dragon Ninja can essentially deal with the opponent’s back row and decide what the next card they’ll draw is going to be.

[May 2020] KOG Notes

Magic


NinjaMagic
IGN: Magic, Skill: Reinforcements, Date Submitted: May 17

Note by Magic:

This deck is tier 0 IN MY OPINION, but tier 1 until tested against better decks from kc cup an mcs. This deck doesn’t lose to most deck that aren’t optimized sometimes even optimized it doesn’t lose. I went 18-0 with this deck in legend from leg 1 to leg 3 than lost twice than went 9-1 so in total from using this deck 27-3 today. The most problems this deck has is cards like Providence an void trap hole. Play around void by activating NOT your field spell upon a summon to if they void you (if you think they have void) when they activate it your field spell protects you. Reinforcements skill is a must it searched Hanzo. An brings back yellow dragon if you open it. An abyss to activate reinforcements skill if you need a hanzo HAVE FUN!

Comments

Hot New Top
Anonymous 9days ago
🔥 deck summoning black dragon ninja unlimited lopping again. It deserved a nerf.
Anonymous
This deck is surprisingly very good, the next tournament is going to tell us how good is it.

Please, built the deck in order to counter Invokeds and Dark Magician. The rest of decks can be countered if you are careful.
<< Anonymous
Anonymous Reply
.....lol
<< Anonymous
Anonymous Reply
The deck's good, yeah, but countering Invoked and DM?
Anonymous
White Night Dragon is a 3000 ATK beater who negates Magic Circle and can be turboed out with Super Transformation, making him meta relevant right now. Better than running 2 Yellow Dragon Ninja at any rate.

The deck also needs to tech in an answer to Cocytus because all your monster/trap effects are targetting. Herald of the Abyss does the job, or Lava Golem could work - relying on Ninja Village to recycle your Ninjas and preserve your field presence.

If running My Monster Cards you'll have Hanzo in your starting hand 9/10 games, so the best opening is usually Hanzo > Notebook > use Notebook to discard a ninja to play Village (this also makes Villages protection effect "live"). This play gets your protection and resource recycling engine going, which is where all your +'s come from throughout the game. You'll also probably start with at least 1 backrow.

Super Polymerization is a much riskier opening because although the disruption effect is great - it's massively telegraphed by your search revealing it which makes it a CC magnet. Only lead with SP if you're up against a fast deck like Blackwings - otherwise Notebook > Village is a much safer play, and lets you search SP on turn 2.
<< Anonymous
Anonymous Reply
CC in the second turn is instant lose. But if you start you can summon black Ninja In the opponent draw phrase than banish yourself for protection. Duplication is not good. This page is outdated.
The field spell And Hanzo are the ace cards here that changed this deck.
<< Anonymous
Anonymous Reply
if you start with “transformation, field or notebook” + “Hanzo” (My Monster Card gives consistency) you get at least three banishes (that can be three protections or disruptions) plus destruction protection from the field and a 2800 monster. Second turn you’ll get more fuel because of the field.

I won a lot against Black Magician, Shiranui, etc. I think it’s tear 3 or close.
<< Anonymous
Anonymous Reply
White dragon ninja will NOT offer any protection from dark magical circle as it banishes cards but white dragon ninja protects spells/traps from being destroyed. My monster cards has also been nerfed
<< Anonymous
Candend Reply
He said "white night dragon" the one who is water dragon with 3000 ATK and 2500 DEF. Which can negate any spell/trap that targets it and can redirect opponent attack into it by sending 1 spell/trap on your field to GY. Not "white dragon ninja". It's not the part of ninja archetype. But you can special summon it via ninjutsu art traps.
Anonymous
Fun deck, forcing people to think
Candend
If only there's sanctum of parshath version of ninja archetype because protect it from being destroyed is not enough at least your ninjutsu art cards cannot be targeted as well.
Anonymous
Ninjas: Safe Zone is our ace card
Konami: **finger tenting**
<< Anonymous
Anonymous Reply
Cosmic Cyclone kills the protection lock
Anonymous
BRICK so hard
<< Anonymous
Anonymous Reply
The only brick thats so hard is that thing inbetween your ears. Use the my monster cards skill then you wont have a problem
<< Anonymous
Anonymous Reply
looool
<< Anonymous
Anonymous Reply
Bad news from the future. They are going to nerf my monster cards skill
Anonymous
This deck is trash. Absolutely every meta deck has ways around Super Transformation and backrow.

You lose as soon as the opponent plays or Return of Parsath or any other counter backrow card, which every deck is running tonnes of.

All your monsters blow up with your backrow, leaving your board empty.

What a pathetic archetype.
<< Anonymous
Anonymous Reply
Cosmic Cyclone

YOU LOSE!
<< Anonymous
Anonymous Reply
The field will protect against any backrow destruction and black Ninja will protect itself from cosmic cyclone, if Ninja deck start. Super transformation is just for fun and should not be used in the real deck.
<< Anonymous
Anonymous Reply
The field will protect against any backrow destruction and black Ninja will protect itself from cosmic cyclone, if Ninja deck start. Super transformation is just for fun and should not be used in the real deck.
Anonymous
Cosmic cyclone is a 🔥 and everyone has them. You lose your ninja they keep their monster and you getting attacked
<< Anonymous
Anonymous Reply
in a world with cosmic cyclone I know my ninja deck will never be meta. But I don't regret building it, I like it.
Anonymous
Pure Ninjas is really expensive for a deck with an unclear wincon. Might just be better off using Hanzo + Super Transformation in a Dragon deck to turbo out White Night Dragon.
<< Anonymous
Anonymous Reply
Yup, exactly.

Just like the good old days...
Anonymous
I spent all my gems and dream tickets on this (Duplication and transformation is way better than Super-Transformation btw). The deck is nowhere near meta but it's fun.
<< Anonymous
Anonymous Reply
Super transformation is a strong non-destroying creature removal and summons your back row removal boss monster. It is the best ninja trap
<< Anonymous
Anonymous Reply
Yep but you depend on another monster, your monsters can't be in your hand they must be in the deck. A pure Ninja deck IMO is better with just one super-transformation, 3 or 2 regular transformation (so expensive, better use those dream tickets!), 1 or 2 duplication if you use the lv augmentation skill. Aslla piscu is my choice here. Without skill, Black Ninja itself gives us crazy combos!
Anonymous
Oh wlc seems like a great idea

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