So thinking even more about it, I came up with an idea for a deck where you wouldn't need to worry about all the Ninja being weak, as your opponent would have trouble getting a monster into Attack Position, let alone actually completing an attack.
For those of you who want to skip the card discussion, I have the recipe at the bottom of the post.
Remember a Spell card called "Stumbling"?
Stumbling is a Continuous Spell that says: "Any monster that is Normal Summoned, Flip Summoned, or Special Summoned is changed to Defense Position."
Basically, this means, unless you can switch your monster to Attack Position with a card effect, you can't attack for a turn. This applies to BOTH players.
Now think about this card:
Earthquake... Kinda like Stumbling, only not a Continuous Spell. It reads: "Change all face-up monsters to Defense Position."
I'd like to point to a key word here: "face-up".Here are two cards that instantly came to mind for me when reading Stumbling and Earthquake:
White Ninja is a FLIP Effect monster that says: "FLIP: Target 1 Defense Position monster on the field; destroy that target."
You have to be careful because his effect activates immediately (no choice), so if your opponent has no monsters in Defense Position, you have to destroy one of your Defense Position monsters (if you have any).
Now, I know Dream Clown isn't a Ninja, but this is definitely a useful card to have with this kind of deck, as his effect says: "When this card is changed from Attack Position to Defense Position, destroy 1 monster on your opponent's side of the field."
This is simple. With Stumbling active, throw down a Dream Clown; He'll be automatically be changed to Defense mode, and then he'll do his thing.
You can Set White Ninja and then activate Stumbling. When you opponent summons a monster, it'll be switched to Defense mode. On your turn, Flip White Ninja.
As long as you can counter any Spells or Traps that can negate and/or destroy Stumbling or Earthquake, you should be able to control your opponent's field long enough to bring out the Xyz monsters. I made it a point to add Spell/Trap negation cards such as Dark Bribe, Seven Tools of the Bandit, Solemn Judgement, as well as a Starlight Road, so I can possibly sneak a Stardust Dragon out. Mystical Space Typhoon and Dust Tornado may not Negate anything, but they can get rid of face-down backrow cards or any annoying Continuous Spells/Traps your opponent has active.
Now, as far as the other Ninja go... The Armor Ninja are all great. At least one of each is necessary for this deck.
Air Armor Ninja: "When this card is Summoned: you can target 1 face-up "Ninja" monster you control; reduce its level by 1."
Earth's effect reads: "If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand)."
Flame Armor Ninja is basically Air Armor Ninja, except instead of reducing, he increases a face-up Ninja's level.
"When this card is Summoned: you can target 1 face-up "Ninja" monster you control; increase its level by 1."
Aqua's effect says: "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."
These are all necessary because, depending on which Ninja Xyz monster you're gonna go into, you'll need to use Air, Earth, and Fire in conjunction.
The two Ninja Xyz monsters are:
Blade Armor Ninja was talked about in my previous post. She's by FAR my favorite Xyz monster.
Her summoning requirements and effect are: "2 level 4 Warrior-Type monsters - Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up "Ninja" monster you control; this turn, that monster can attack twice during each Battle Phase."
What you'd do here is Summon Air Armor Ninja, reduce Earth's level by 1, and go into Blade.
She's good to use when setting up for Game (Win.), or just to deal a massive amount of damage (more than half of their Life Points with her effect alone).
Number 12: Crimson Shadow Armor Ninja is pretty cool. He's one of those that you can bring out to knock heads with his 2400 attack points OR protect you other Ninja. His effect reads:
"2 level 5 monsters - Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; this turn, all face-up "Ninja" monsters you control cannot be destroyed by battle or card effects."
His effect is VERY useful, since, with Stumbling active, it'll take a turn for him to attack. So you'll need his effect to protect himself, Blade Armor Ninja, or other Ninja.
Other support includes Marauding Captain, who not only let's you Special summon any other level 4 or lower monster from your hand when he's Normal Summoned, but ALSO, if you can get two of them out, you have created an attack lock, since all monsters in this deck are Warrior-Types. So the only way your opponent can destroy your monsters would be via card effects, and, well... There are quite a few negation cards.
Two great Ninja Support monsters are Masked Ninja Ebisu and Upstart Golden Ninja. Ebisu is pretty much a Ninja form of Giant Trunade (Sends all Spells/Traps to their owners' hands.) Giant Trunade is currently Forbidden. Though Ebisu's effect only bounces cards up to the number of Ninja you control to your opponent's hand.
Upstart Golden Ninja is your searcher. This means he is an absolute staple in this deck. Without him, this deck wouldn't run very well at all.
Upstart works great since there are a LOT of Traps in this deck. You don't need to worry about Stumbling getting in the way of this, as he summons them in Defense mode or face-down Defense mode by default.
The 'Big Guy' of the deck, in a way, is Senior Silver Ninja.
His effect reads: "When this card is flipped face-up: You can Special Summon any number of "Ninja" monsters, except "Senior Silver Ninja", from your hand and/or Graveyard in face-down Defense Position. There can only be 1 face-up "Senior Silver Ninja" on the field."
Unfortunately, there's no easy way to get him on the field in this deck except via Tribute Summon or Special Summon via Call of the Haunted. However, you can easily flip him with Book of Moon or Wind-Up Zenmaister.
Do note that Wind-Up Zenmaister will flip Senior Silver Ninja up in the End-Phase.
In Traditional duels ONLY, you can use Tsukuyomi the same way you use Book of Moon.
This card is FORBIDDEN in the Advanced Format.
The Last card that will receive any discussion is Ninja Grandmaster Hanzo. He can search ANY "Ninja" monster, including Senior Silver Ninja. However, this is the only one of his effects that will be used, since there are no "Ninjitsu Art" cards in this particular build.
Here is the Decklist:
The Main Deck contains 42 cards.
21 Monsters:
3x Upstart Golden Ninja
1x Masked Ninja Ebisu
2x Air Armor Ninja
1x Aqua Armor Ninja
2x Earth Armor Ninja
2x Flame Armor Ninja
1x Ninja Grandmaster Hanzo
1x White Ninja
1x Crimson Ninja
1x Armed Ninja
1x Senior Silver Ninja
2x Dream Clown
2x Marauding Captain
9 Spells:
1x Reinforcement of the Army
2x Warrior Returning Alive
1x Book of Moon
3x Stumbling
2x Earthquake
12 Traps:
1x Waboku
1x Kunai with Chain
1x Call of the Haunted
1x Mirror of Oaths
1x Sakuretsu Armor
1x Threatening Roar
1x Defense Draw
1x Dust Tornado
1x Dark Bribe
1x Trap Hole
1x Solemn Judgement
1x Starlight Road
Extra Deck: 15
3x Blade Armor Ninja
3x Number 12: Crimson Shadow Armor Ninja
3x Wind-Up Zenmaister
3x Number 39: Utopia
1x Number C39: Utopia Ray
1x Steelswarm Roach
1x Stardust Dragon
Side Deck: 8
1x Monster Reborn
1x Mystical Space Typhoon
1x Mirror Force
1x Call of the Haunted
1x Solemn Warning
1x Gravity Axe - Grarl
1x Burden of the Mighty
1x Level Limit Area B
That's it. It's not super competitive to me... But it's a cool deck, I think. Tested it on Dueling Network. Won a few matches.