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NARUTO: Ninja Cards · Deck Guide

old-friends-deck-guide

Build around Choza, Shikaku and Inoichi with an Old Friends engine that lets the trio power each other up. The deck then turns that Chakra support into three different threats through the Akimichi, Nara and Yamanaka families.

Published September 7, 2026 · Updated September 7, 2026 · 10 / 10 cards
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Decklist

Choza Akimichi
Choza Akimichi
S2 · #018 · Common · Chakra 5
Shikaku Nara
Shikaku Nara
S2 · #020 · Common · Chakra 5
Inoichi Yamanaka
Inoichi Yamanaka
S2 · #019 · Common · Chakra 5
Shikaku Nara
Shikaku Nara
S2 · #065 · Rare · Chakra 5
Choza Akimichi
Choza Akimichi
S2 · #063 · Rare · Chakra 5
Choji Akimichi
Choji Akimichi
S2 · #057 · Rare · Chakra 2
Inoichi Yamanaka
Inoichi Yamanaka
S2 · #064 · Rare · Chakra 5
Shikamaru Nara
Shikamaru Nara
S2 · #078 · Epic · Chakra 2
Neji Hyuga
Neji Hyuga
S2 · #054 · Rare · Chakra 3
Ino Yamanaka
Ino Yamanaka
S2 · #058 · Rare · Chakra 2
Chakra Chart
Cards per Chakra cost
10 cards
  • 2 Chakra
    3 cards
  • 3 Chakra
    1 card
  • 5 Chakra
    6 cards
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Guide

The Old Friends deck is built around Choza Akimichi, Shikaku Nara and Inoichi Yamanaka and the unique Chakra support created by their three Old Friends cards.

Each member supports the other two. Choza gives Chakra(+1) to allied Shikaku and Inoichi cards, Shikaku gives Chakra(+1) to allied Inoichi and Choza cards, and Inoichi gives Chakra(+1) to allied Choza and Shikaku cards.

This creates a natural core where establishing multiple Old Friends cards lets the trio support each other instead of relying on a single dedicated Chakra engine.

The rest of the deck expands that core through their families. Choza and Choji provide direct encounter pressure through Push and Weaken, Shikaku and Shikamaru add Pin and Focus support, while Inoichi and Ino give the deck access to Mind Control.

Instead of building around one huge finisher, the deck tries to establish an interconnected support engine and then convert that advantage into several different forms of control.

Strategy — how the deck works

1. Establish the Old Friends Core

The three central cards are:

Choza Akimichi – Old Friends → Chakra(+1) to allied Shikaku and Inoichi cards while active.

Shikaku Nara – Old Friends → Chakra(+1) to allied Inoichi and Choza cards while active.

Inoichi Yamanaka – Old Friends → Chakra(+1) to allied Choza and Shikaku cards while active.

The important part is that none of these cards supports itself.

You create the real engine by combining them.

With multiple Old Friends active, the different members of the trio begin benefiting from each other's Chakra support, giving you a much stronger foundation for the more expensive payoff cards.

2. Choza Turns the Setup Into Immediate Pressure

Choza Akimichi – Body Expansion is the Akimichi payoff.

On encounter:

Push(3) + Weaken(2)

This gives the deck a straightforward way to turn its Chakra engine into board pressure.

Instead of requiring another complicated setup, Body Expansion simply wants to reach encounters and start disrupting rival cards.

3. Choji Adds Faster Akimichi Pressure

Choji Akimichi – Human Boulder gives the deck a cheaper and faster option.

He has:

Rush(3s)

and while Rush is active, each encounter applies:

Push(1) + Weaken(1)

This fits naturally alongside Choza's heavier encounter disruption and gives the Akimichi side of the deck an aggressive role.

The important restriction is that Human Boulder's encounter effect requires Rush to still be active.

4. Shikaku Can Lock Down a Lane

Shikaku Nara – Shadow Paralysis gives the Nara side of the deck a completely different role.

On deploy, Shikaku:

Pins himself for 10 seconds and Pins two lane rivals in Long Range for 10 seconds.

That is a substantial control effect, but Shikaku also locks himself down in the process.

This can buy valuable time for your Old Friends engine or prevent important rival cards from progressing while the rest of your board develops.

5. Shikamaru Rewards Pin and Focus

Shikamaru Nara – Shogi Master provides another support engine.

On deploy, he Pins himself for 10 seconds and gains Chakra(+3).

While active, allied cards gain Chakra(+3) whenever you Pin those allied cards or when they Focus.

This creates natural connections with the control side of the deck, especially the Focus-based Yamanaka cards.

6. Inoichi Turns the Opponent's Card Against Them

Inoichi Yamanaka – Mind Destruction is one of the most disruptive payoffs in the deck.

On deploy, he:

enters Focus(10s) takes control of the closest lane rival in Mid Range applies Slow(10s) to that card permanently disables any active skill

After Focus ends, control of the card returns to the opponent.

The Mind Control itself is temporary, but the active-skill disable is permanent.

That makes Inoichi useful both as an immediate tempo play and as longer-term disruption.

7. Ino Gives You a Second Mind Control Threat

Ino Yamanaka – Mind Transfer provides another way to exploit the opponent's board.

On deploy, she enters Focus(8s) and takes control of the highest-Chakra lane rival in Mid Range.

The rival returns to its owner when Ino's Focus ends.

This gives the deck an interesting punishment against opponents who invest heavily into one high-Chakra card.

With Shikamaru active, Ino entering Focus can also benefit from the Shogi Master Chakra effect.

8. Neji Is the Utility Slot

Neji Hyuga – Byakugan isn't part of the Old Friends or family engine, so I would describe him honestly as a utility/control slot, not pretend he's tribal synergy.

On deploy, Neji reduces the Chakra of the closest rival card to half and gains Rush(2s).

That gives the deck another answer to a rival that has accumulated a large amount of Chakra.

If the Old Friends core already gives you an advantage in your own Chakra development, Byakugan can attack the opposite side of that equation by cutting down an opponent's large Chakra investment.

Key Combos Old Friends Trio

Choza + Shikaku + Inoichi

Each Old Friends card supports the other two specified characters with Chakra.

This is the foundation of the entire deck.

Shikamaru + Ino

Shikamaru – Shogi Master active → Ino – Mind Transfer enters Focus → Shogi Master grants Chakra(+3)

You get Mind Control while also rewarding the Focus activation.

Shikamaru + Inoichi

The same principle applies to:

Inoichi – Mind Destruction → Focus(10s)

With Shogi Master active, that Focus gives the deck another Chakra payoff alongside Inoichi's control effect.

Choza + Choji Pressure

The Akimichi cards give you two different levels of encounter disruption:

Choji – Human Boulder → Rush → Push + Weaken while Rush is active

Choza – Body Expansion → encounter → Push(3) + Weaken(2)

This is your more direct offensive package.

Shikaku → Setup Window

Shadow Paralysis → long Pin

Shikaku can temporarily freeze two rivals while your other cards continue developing the board.

Strengths

  • Strong Old Friends Chakra engine
  • Choza, Shikaku and Inoichi directly support each other
  • Multiple different win conditions and control tools
  • Strong Pin and Focus synergy
  • Access to two Mind Control effects
  • Choza provides powerful encounter disruption
  • Choji adds cheap Rush pressure
  • Shikaku can lock down multiple rivals
  • Shikamaru turns Focus into additional Chakra
  • Neji can punish heavily scaled rival cards

Weaknesses

  • Old Friends becomes stronger when multiple core pieces are active
  • The deck has several expensive payoff cards
  • Mind Control requires correct rival positioning
  • Shikaku Pins himself when using Shadow Paralysis
  • Ino and Inoichi only control rival cards temporarily
  • Choji's encounter effect requires Rush to remain active
  • The deck combines several engines rather than one simple win condition
  • Poor deployment order can reduce Chakra support
  • Neji does not benefit from the Old Friends tribal engine
  • Some games may require choosing which family payoff to prioritize

Matchup & gameplay notes

Don't think you need all three Old Friends before doing anything else. Two relevant pieces can already create useful support. Waiting forever for the perfect trio can cost too much tempo.

Decide which payoff the matchup needs. Choza gives you direct Push/Weaken pressure, Shikaku gives you Pin control, and Inoichi gives you Mind Control and permanent active-skill disruption.

Try to establish Shikamaru before the Yamanaka Focus cards when possible. This lets Ino and Inoichi turn their Focus activations into additional Chakra value.

Don't waste Ino on a weak target. Her Mind Transfer specifically looks for the highest-Chakra lane rival in Mid Range, so she becomes more valuable after the opponent has committed a real threat.

Use Inoichi against important active skills. Even though the opponent eventually gets their card back, the active skill disabled by Mind Destruction remains permanently disabled.

Remember Shadow Paralysis also Pins Shikaku. The effect can be extremely disruptive, but you're sacrificing Shikaku's own movement for that control window.

Deploy Choji when Rush can matter immediately. His Push and Weaken encounter effects only work while Rush is active.

Save Byakugan for a meaningful target when possible. Halving the Chakra of a heavily developed rival is far more valuable than using it against a small card.