This will be an ongoing project. I'm not done with this deck by any means, but people keep asking me to post it so here you go guys.
1 Black Luster Soldier - Envoy of the Beginning
1 Chaos Sorcerer
3 Sacred Crane
3 Ninja Grandmaster Hanzo
3 Tour Guide from the Underworld
3 Effect Veiler
3 Maxx "C"
2 Summoner Monk
2 Genex Ally Birdman
1 Goblindbergh
1 Sangan
1 Blackwing - Zephyrus the Elite
2 Black Garden
2 Mystical Space Typhoon
1 Allure of Darkness
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
1 Mind Control
1 Pot of Duality
1 Reinforcement of the Army
3 Call of the Haunted
2 Ninjitsu Art of Transformation
1 Mist Wurm
1 Scrap Dragon
1 Genex Ally Triforce
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Ally of Justice - Catastor
1 Number 39: Utopia
1 Lavalval Chain
1 Diagusto Emeral
1 Number 50: Black Corn
1 Steelsworn Roach
1 Number 30: Acid Golem of Destruction
1 Number 17: Leviathan Dragon
1 Leviair the Sea Dragon
1 Wind-Up Zenmaines
So here is the first version I made. To give credit, this was partially based off of a design by ! ! ! ! ! ! ! !CED, but with my own twist in using the Hanzo engine to search out Sacred Crane.
The deck itself obviously (judging by the name) revolves around Sacred Crane, a card that allows you to draw 1 whenever it is special summoned. It is searchable in here by Summoner Monk and by Ninjitsu Art of Transformation, both of which would result in a Light and a Dark in grave ready for Sorc or BLS, the boss monsters of the deck.
There is of course the Tour Guide engine to capitalise on these. Strong on its own of course, standard toolbox is always powerful, but it gets better with the capabilities to special summon a banished Sacred Crane with Leviair for more plusses.
Goblindbergh is basically a level 4 Marauding Captain. Ran at 1 for tech because its searchable with RotA and allows for special summoning Sacred Crane, making a rank 4 Xyz and a draw. Genex Ally Birdman is a great recycler, adding back to hand Tour Guide, Hanzo, Summoner Monk, BLS/Sorc, or Goblindbergh. This is kinda a win more card I've found, but it has its uses if you're behind too, especially in dealing with Effect Veiler, which this deck absolutely hates.
2 Black Garden is a control element that can also double as quick Crane ressurection. I loved it at first, but testing it I found it kinda tricky to get right; it was at its best when I had Tour Guide or something, but with all the backrow hatred the control aspect of it never really came into play.
I only ever ran two Ninjitsu Art of Transformation, never tested three. With only three Ninjas in the deck, three is simply not worth it, I got a fair number of dead draws even with just two.
Extra Deck is pretty cramped, but I got the space to for in Genex Ally Triforce, a favourite tech card of mine. Not too abusable, but its the kind of monster the opponent needs to get rid of quickly so to draw them into attack.
This was the prototype for me. Though probably considerably inferior to CED's build, I consider it a decent start. I'm not done though, and I'm liking my next version better.
Version Two:
1 Black Luster Soldier - Envoy of the Beginning
1 Gorz the Emissary of Darkness
3 Ninja Grandmaster Hanzo
3 Sacred Crane
3 Tour Guide from the Underworld
3 Effect Veiler
2 Armageddon Knight
2 Karakuri Ninja mdl 339 "Sazank"
2 Maxx "C"
1 Blackwing - Zephyrus the Elite
1 Sangan
1 Necro Gardna
1 Plaguespreader Zombie
2 Pot of Duality
2 Mystical Space Typhoon
1 Allure of Darkness
1 Heavy Storm
1 Dark Hole
1 Monster Reborn
1 Mind Control
1 Reinforcement of the Army
1 Pot of Avarice
3 Call of the Haunted
2 Ninjitsu Art of Transformation
1 Mist Wurm
1 Scrap Dragon
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Ally of Justice - Catastor
1 Armory Arm
1 Number 39: Utopia
1 Number C39: Utopia Ray
1 Lavalval Chain
1 Steelsworn Roach
1 Diagusto Emeral
1 Number 30: Acid Golem of Destruction
1 Number 17: Leviathan Dragon
1 Leviair the Sea Dragon
1 Wind-Up Zenmaines
Now this version was built from scratch in a manner closer to my normal style. For this version I've left out a lot of the important cards from the original, like Summoner Monk, Genex Ally Birdman, Black Garden. Monk was very good when I got it off, but a Veiler to it was simply disasterous and with Veiler being so common these days I just cannot keep it. Birdman is less useful with Monk out, and in any case I found I never actually needed it except to make Triforce or to OTK every now and then. Black Garden with Monk gone just wouldn't be worth the deck space.
So I have 3 Hanzo, 3 Crane, 2 Sazank, and 2 Transformation as a base engine. I included the Sazanks because the last deck struggled a little with monster destruction, and I special summoned Hanzo more than I had expected I'd need to so I thought I'd include a way to gain advantage off of it. Considered 3 Transformation to run with more Ninjas in the deck, but since Sazank is likely to die when its attacked its not really worth it imo.
Armageddon Knight engine is always a favourite of mine, and though I don't have the space for three, with so much draw power two is worth it. They can ditch Zephyrus, Plague, and Gardna, setting up whatever I need them to, and they are level 4 for easy Xyzing.
This version includes Gorz over Chaos Sorcerer. The deck needed the ability to stall in case it drew slow, and Gorz provides that kind of protection much better than Chaos Sorcerer, which is aggressive. Because of all the draw power I have also considered Tragoedia for doing the same job, which I will be testing at some point I imagine but is again out for now because of space issues.
BLS I'm sure everyone knows, it just wins games on its own. Amazing in both versions, I think it should be run in all Crane builds. 3 Tour Guide and Sangan I think go with this, they are just so versatile and have the ability to toolbox a banished Crane. Plus Sangan of course is another CotH target.
3 Veiler and 2 Maxx "C" was something I wasn't really happy with. Including Gorz I still have six hand traps mained, but I like to run Maxx and Veiler in threes. Still, I draw them both enough so far, so I'm okay with it for the moment.
Spells, I included one Duality in the first but I had to put it to two in the second. Special summoning every turn is less essential in version two, so getting the consistancy boost is very nice and has helped mitigate a few issues with slow starting hands. The rest are pretty much staples aside from Pot of Avarice, which I normally don't like, but I have found this deck just likes to recycle lots with Guides and with the extra deck. A +1 is always nice too.
For the extra deck, I included one Synchro of each level from 4 to 9. Nice and toolboxish, the only one that I think may be questioned is Armory Arm and I find it worth it often enough in decks that run both Sangan and Effect Veiler.
The Xyzs, Lavalval Chain sets up so many plays with the ability to dump anything in the grave, Emeral serves as a mini Avarice, Utopia is just controlling and Roach I've found so useful in the past. Stops a lot of big drops, like BLS and synchroing. C39 Utopia Ray I'm using as tech because its cool and pretty useful, and the rank threes are all for Guide toolboxing.
Will be making additional posts on this as I said, so keep an eye out for that.
Peace.