LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Well this thread hasn't had much action for a while, but this deck just got a potentially HUGE upgrade. The new ninja commander is possibly a better Ninja of the Deep Hours, which was the deck's best card.
In the past I liked a monoblue version, but with this card, I will try compiling a U/B version.
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LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Well this thread hasn't had much action for a while, but this deck just got a potentially HUGE upgrade. The new ninja commander is possibly a better Ninja of the Deep Hours, which was the deck's best card.
In the past I liked a monoblue version, but with this card, I will try compiling a U/B version.
I have a list I’ve put together on tapped out, I’ll post it here when I’m back home. It’s not standstill, but it’s been testing well!
Yuriko is insane, drawing cards from other Ninjas including Mutavault and dealing lots of dmg. Revealing Force of Will or NotD is a massive amount of dmg.
LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
I was thinking about putting bitterblossom in it for a secure ninjutsu target every round, what do you think?
I don't think I'd put in Bitterblossom, since I usually have enough creatures to Ninjustsu, and I like all my cards more, but you can try it.
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LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Mistblade Shinobi is no longer needed for this deck?
Also, it may be taxxing the mana a bit, but a basic swamp for wasteland reasons? (and then 4 deltas instead of 4 misty's)
Shinobi was pretty bad, but the deck needed more way to let Ninja through. With more copies of Ninja and permanent removal in Fatal Push, I'm happy to remove Shinobi.
And yes, I worry having a basic swamp is a bit tough on the mana base. Hopefully it's not necessary.
LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
So I played against my friend, and he said that my deck is unfocused. "Is it a tempo deck or a Standstill deck?" he asked. The fact is, it's both, and it has to be, because I won't have Standstill every game. I don't think he analyzed the deck very well, since all the creatures are good with Standstill and provide tempo as well. I did agree with him that I should be running a 4th Brainstorm though. He also recommended adding a basic swamp, probably because he beat me and played Back to Basics twice in that match, but it's true that a swamp may be necessary so I've added it for now. This deck can play around B2B and wasteland pretty well without a swamp.
Although I didn't agree with his entire analysis, it made me reconsider my gameplan a little. I want to limit the number of crap hands and draws, and adding a 4th Brainstorm is a fine place to start, but perhaps I should alter my creature base.. The worst thing that can happen with this deck is having a bunch of Ornithopters and Signal Pests and no Ninjas.
Is 3 Ornithopers too many? Sure with Less Ornithopters I'm decreasing the chances of getting a turn 2 Ninja online. Even casting ornithoper turn 1-2 then playing standstill is a nice play. Can't pitch it to FOW.
Should I be running a 4th Cloud of Faeries, since I can go CLoud of Faeries then leave up daze, Spellstutter, removal or cast Standstill. It's a blue card to pitch to FOW and can cycle later on. Or should I cut down on them since it doesn't enable turn 2 Ninja.
Should I cut down on Signal Pest? Signal pest is not a free creature like Ornithopter and CoF, but it can increase the clock a lot and more copies increases chances of turn 2 Ninjustu. Can't pitch it to FOW. Should I run 3?
Again, I'm currently down to 3 colorless lands (3 Mutas), but thinking it's possible it should even be less than that.
LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
So I played against my friend, and he said that my deck is unfocused. "Is it a tempo deck or a Standstill deck?" he asked. The fact is, it's both, and it has to be, because I won't have Standstill every game. I don't think he analyzed the deck very well, since all the creatures are good with Standstill and provide tempo as well. I did agree with him that I should be running a 4th Brainstorm though. He also recommended adding a basic swamp, probably because he beat me and played Back to Basics twice in that match, but it's true that a swamp may be necessary so I've added it for now. This deck can play around B2B and wasteland pretty well without a swamp.
Although I didn't agree with his entire analysis, it made me reconsider my gameplan a little. I want to limit the number of crap hands and draws, and adding a 4th Brainstorm is a fine place to start, but perhaps I should alter my creature base.. The worst thing that can happen with this deck is having a bunch of Ornithopters and Signal Pests and no Ninjas.
Is 3 Ornithopers too many? Sure with Less Ornithopters I'm decreasing the chances of getting a turn 2 Ninja online. Even casting ornithoper turn 1-2 then playing standstill is a nice play. Can't pitch it to FOW.
Should I be running a 4th Cloud of Faeries, since I can go CLoud of Faeries then leave up daze, Spellstutter, removal or cast Standstill. It's a blue card to pitch to FOW and can cycle later on. Or should I cut down on them since it doesn't enable turn 2 Ninja.
Should I cut down on Signal Pest? Signal pest is not a free creature like Ornithopter and CoF, but it can increase the clock a lot and more copies increases chances of turn 2 Ninjustu. Can't pitch it to FOW. Should I run 3?
Again, I'm currently down to 3 colorless lands (3 Mutas), but thinking it's possible it should even be less than that.
First off I think you can totally be a tempo deck with Standstill, its an awesome card to play when ahead on board and punishes your opponent for trying to catch up.
A 4th Brainstorm is probably a good idea.
I was skeptical of the Ornithopter and Signal Pest plan before, having creatures that don't attack for damage seems unnecessary just to get that ninjutsu, I think youd be better off playing powerful one drops, like Judge's Familiar or Mausoleum Wanderer. I also think it would be a good idea to go up to 4 Cloud of Faeries, their a "free" creature and synergize well with Spellstutter,
Mana efficiency doesn't seem like it should be your biggest concern, considering all the countermagic is free you don't care if you tapout.
I want to get really greedy with this and play Baleful Strix, seems like an awesome ninjutsu enabler and something I've seen before: http://www.mtgthesource.com/forums/showthread.php?31714-Stilljutsu-UB-Ninja-Still/page2 This thread had people working on the deck last year and being fairly successful and they came to the conclusion of running 0 one drops because they weren't powerful enough.
I think you may have too many ninjas, my creature suggestion would be:
4x Judge's Familiar
4x Spellstutter Sprite
4x Cloud of Faeries
4x Baleful Strix
3x Yuriko
2x Ninja of the Deep Hours
I think 4 Mutas would be fine but maybe I have too much faith in 2 color mana bases
Definitely not running too many Ninjas. The Ninjas are the most important cards in this deck. Yes, Strix is very tempting, but I don't think it's meant for this deck. We draw cards with Standstill and Ninja, and the goal is to get a Ninja online, protect it, and bury our opponent in card advantage. Strix is great a great card, but it doesn't fit the gameplan. Sure we can rebuy and cast again to draw anothr card, but that's mana intensive a huge tempo loss.
Judges's Familiar and Wanderer could potentially replace Ornithopter and Pest, but I'm not convinced they are better. Another option is Siren Stormtamer, or just a 1 drop Faerie.
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LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Back with the old deck, Cloud of Faeries used to be one of the best cards in the deck. It probably should be a 4-of still.
If you have FOW blue issues, Judge's familar/Mausoleum Wanderer (I think Wanderer is the better of the two) replacing signal pest would help with that. You trade damage for safety. Via more blue cards/on board tricks.
If you want spellstutter sprite to hit two drops, a onedrop faeries would be better. In the old days we played with Zephyr Sprite (but we also didn't have better flying man options, so take that with a grain of salt).
Its a balancing issue basically of power vs control
But having a bunch of ninjas in your hand is bad, they don't work together well at all, and if you're hard casting ninjas you are probably behind. Playing a bunch of 0-1 mana creatures and 7 ninjas is all in on the ninja plan, which I guess comes down to a personal choice, but Baleful Strix is an insanely powerful card on its own. WORST CASE its an automatic 2 for 1 if it resolves, and it trades with big creatures which are what tempo decks like these struggle with the most. I don't like playing decks built around synergies that involve cute pieces that are just bad on their own, like ornithopter and signal pest. But that's personal choice.
Well I haven't played a tremendous amount with the deck, but I did get played both Goblins and Eldrazi Stompy and got trounced by both. I suppose Strix could help in those matchups.
@Antidote,
Can you post your decklist?
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LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
I think the deck should be a slower, grindier deck rather than Tempo:
4x Judge's Familiar
4x Cloud of Faeries
4x Spellstutter Sprite
4x Baleful Strix
2x Snapcaster Mage
3x Yuriko
2x Ninja of the Deep Hours
3x Standstill
4x Daze
4x Force of Will
4x Fatal Push
4x Brainstorm
So vial is very good with Standstill, as you can force creatures through it and it enables a turn 2 Standstill, but I though it wasn't meant for this deck. I played against someone that says he's worked a lot on the deck over the course of 3 years. I'd post his list if I had an option to upload an image.
He runs 4x Vial, and focuses a lot of tempo trying to enable turn 2 Standstill. He says vial is amazing. Not only does it enable turn 2 standstill, it also gives tempo. He plays a couple Seal of Removal and TNN and 3 copies of Sage of Epityr which he likes because it smooths draws and helps to enable turn 2 Standstill as well.
It's a strange looking list, but he says it's better. I like the fact that his list can get turn 2 Standstill more than this iteration, so he may be correct.
LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
There are a lot of pros and cons to Aether Vial, and I think it depends on the play style. Its amazing when you have it turn 1 but an awful top deck later, not to mention negative card advantage. Of course the deck is trying to grind, and Standstill/Strix/Ninjas can do a good job making up for it.
Yeah, thinking about it, vial is super sweet. The reorganize the top of the deck one drop though, that seems bad, it doesn't have evasion and that effect really isn't that good.
Id keep Standstill at 4 and slide vial in. I also think Yuriko is much better than Ninja of the Deep Hours and Id play 3 and 3 or 3 and 2 rather than 2 and 4.
*edit* that being said,Thoughtseize may be a better lead off play than aether vial AND its better later in the game
Some cards we didn't have access to 6 years ago are the 1 drop unblockables. Do you think any of them are better than Ornitohopter? On the one hand, they are blue and pitch to force of will, but Ornithoper being 0 mana does let you go T1 ornithopter, T2 ninja ornathopter to help chain again on turn 3
I think the merfolk, while cute, are just worse than the others (And when it the last time we saw merfolk in legacy?)
Which leaves the 1/2 or the megamorph. I think the 2 toughness is better than being able to morph late game, though the option of playing it on 1, ninjitsu it back to hand, and then morph it on turn 3 is not a bad curve.
Are either of them better than the other 1 drop's we are playing? We used to play flying man, so I know the evasion is important, is it worth utility? like Judge's familar?
The 1 drop unblockable don't provide any utility, I wouldn't play them over a card like Signal Pest.
Also, he mentioned he liked NotDH more than Yuriko because it doesn't die to abrupt decay, and that's a good point. Though I have mixed feelings. Sure it doesn't die to AD, but it costs 1 more mana to hardcast, and it's weaker to cards like Grim Lavamaman and Liliana, the Last Hope. You can set up your topdeck with brainstorm to have Yuriko deal a lot of dmg, and potentially draw more cards, whereas with NotDH you don't give away card info. Both have pros and cons. I can't say one is strictly better than the other. One is Legendary and is therefore weaker to Karakas and can't be played in multiples. Ultimately, I still think I like NotDH better, but I want to have more than 4 Ninjas in my deck so I will be playing both anyways.
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LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
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I played this deck years ago, and you'll seee my posts from years ago, thought I'd see if I can make an updated improved version.
This is the list I will start out testing.
// 1 Artifact
1 Umezawa's Jitte
// 20 Creature
2 Mistblade Shinobi
4 Spellstutter Sprite
4 Ninja of the Deep Hours
4 Signal Pest
3 Ornithopter
3 Cloud of Faeries
// 4 Enchantment
4 Standstill
// 15 Instant
3 Brainstorm
4 Force of Will
4 Daze
4 Vapor Snag
7 Island
4 Mutavault
1 Cavern of Souls
4 Misty Rainforest
3 Scalding Tarn
1 Riptide Laboratory
1 Umezawa's Jitte
1 Phyrexian Revoker
3 Back to Basics
1 Pongify
2 Misdirection
3 Flusterstorm
1 Chain of Vapor
1 Submerge
2 Surgical Extraction
Possible Inclusions:
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
In the past I liked a monoblue version, but with this card, I will try compiling a U/B version.
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
I have a list I’ve put together on tapped out, I’ll post it here when I’m back home. It’s not standstill, but it’s been testing well!
Which one drop is best?
Mausoleum Wanderer for the disruption
Signal Pest for the damage
Faerie Miscreant For the Faerie Synergy?
Yuriko is insane, drawing cards from other Ninjas including Mutavault and dealing lots of dmg. Revealing Force of Will or NotD is a massive amount of dmg.
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Here's my decklist.
// 21 Creature
4 Spellstutter Sprite
4 Ninja of the Deep Hours
4 Signal Pest
3 Ornithopter
3 Cloud of Faeries
3 Yuriko, the Tiger's Shadow
// 4 Enchantment
4 Standstill
// 15 Instant
3 Brainstorm
4 Force of Will
4 Daze
3 Fatal Push
1 Vapor Snag
4 Island
4 Mutavault
4 Misty Rainforest
1 Riptide Laboratory
3 Polluted Delta
4 Underground Sea
It's very possible that 5 Colorless lands in a 20 land double colored deck is too many, I may have to cut some number of Mutas and/or the Laboratory.
The sideboard might need some fine tuning, but I'm really happy with my creature base.
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
I don't think I'd put in Bitterblossom, since I usually have enough creatures to Ninjustsu, and I like all my cards more, but you can try it.
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Mistblade Shinobi is no longer needed for this deck?
Also, it may be taxxing the mana abit, but a basic swamp for wasteland reasons? (and then 4 deltas instead of 4 misty's)
My changes are mostly to make sure it don't lose to my mana base, and to have more black sources to reliably get Yuriko onto the bf.
// FaerieNinjaStill U/B
DECK
// 21 Creature
4 Spellstutter Sprite
4 Ninja of the Deep Hours
4 Signal Pest
3 Ornithopter
3 Cloud of Faeries
3 Yuriko, the Tiger's Shadow
// 4 Enchantment
4 Standstill
// 15 Instant
3 Brainstorm
4 Force of Will
4 Daze
3 Fatal Push
1 Vapor Snag
3 Island
3 Mutavault
4 Misty Rainforest
4 Polluted Delta
4 Underground Sea
1 Marsh Flats
1 Watery Grave
-1 Muta
-1 Riptide
+1 Delta
+1 Water Grave
It might be wrong to not have 4 Muta, since Muta is very good in this deck, but I value not having mana problems highly.
Shinobi was pretty bad, but the deck needed more way to let Ninja through. With more copies of Ninja and permanent removal in Fatal Push, I'm happy to remove Shinobi.
And yes, I worry having a basic swamp is a bit tough on the mana base. Hopefully it's not necessary.
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Since all your black sources are Islands, and you have basic islands. A Scalding Tarn or Flooded Strand will be better than the Marsh Flats
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Although I didn't agree with his entire analysis, it made me reconsider my gameplan a little. I want to limit the number of crap hands and draws, and adding a 4th Brainstorm is a fine place to start, but perhaps I should alter my creature base.. The worst thing that can happen with this deck is having a bunch of Ornithopters and Signal Pests and no Ninjas.
Is 3 Ornithopers too many? Sure with Less Ornithopters I'm decreasing the chances of getting a turn 2 Ninja online. Even casting ornithoper turn 1-2 then playing standstill is a nice play. Can't pitch it to FOW.
Should I be running a 4th Cloud of Faeries, since I can go CLoud of Faeries then leave up daze, Spellstutter, removal or cast Standstill. It's a blue card to pitch to FOW and can cycle later on. Or should I cut down on them since it doesn't enable turn 2 Ninja.
Should I cut down on Signal Pest? Signal pest is not a free creature like Ornithopter and CoF, but it can increase the clock a lot and more copies increases chances of turn 2 Ninjustu. Can't pitch it to FOW. Should I run 3?
Again, I'm currently down to 3 colorless lands (3 Mutas), but thinking it's possible it should even be less than that.
Thoughts?
Current Decklist
// 20 Creature
4 Spellstutter Sprite
4 Ninja of the Deep Hours
3 Signal Pest
3 Ornithopter
3 Cloud of Faeries
3 Yuriko, the Tiger's Shadow
// 4 Enchantment
4 Standstill
// 16 Instant
4 Brainstorm
4 Force of Will
4 Daze
4 Fatal Push
3 Island
3 Mutavault
4 Misty Rainforest
4 Polluted Delta
4 Underground Sea
1 Scalding Tarn
1 Swamp
2 Umezawa's Jitte
2 Phyrexian Revoker
3 Faerie Macabre
2 Misdirection
3 Flusterstorm
1 Chain of Vapor
2 Submerge
1 Surgical Extraction
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
First off I think you can totally be a tempo deck with Standstill, its an awesome card to play when ahead on board and punishes your opponent for trying to catch up.
A 4th Brainstorm is probably a good idea.
I was skeptical of the Ornithopter and Signal Pest plan before, having creatures that don't attack for damage seems unnecessary just to get that ninjutsu, I think youd be better off playing powerful one drops, like Judge's Familiar or Mausoleum Wanderer. I also think it would be a good idea to go up to 4 Cloud of Faeries, their a "free" creature and synergize well with Spellstutter,
Mana efficiency doesn't seem like it should be your biggest concern, considering all the countermagic is free you don't care if you tapout.
I want to get really greedy with this and play Baleful Strix, seems like an awesome ninjutsu enabler and something I've seen before: http://www.mtgthesource.com/forums/showthread.php?31714-Stilljutsu-UB-Ninja-Still/page2 This thread had people working on the deck last year and being fairly successful and they came to the conclusion of running 0 one drops because they weren't powerful enough.
I think you may have too many ninjas, my creature suggestion would be:
4x Judge's Familiar
4x Spellstutter Sprite
4x Cloud of Faeries
4x Baleful Strix
3x Yuriko
2x Ninja of the Deep Hours
I think 4 Mutas would be fine but maybe I have too much faith in 2 color mana bases
Judges's Familiar and Wanderer could potentially replace Ornithopter and Pest, but I'm not convinced they are better. Another option is Siren Stormtamer, or just a 1 drop Faerie.
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
If you have FOW blue issues, Judge's familar/Mausoleum Wanderer (I think Wanderer is the better of the two) replacing signal pest would help with that. You trade damage for safety. Via more blue cards/on board tricks.
If you want spellstutter sprite to hit two drops, a onedrop faeries would be better. In the old days we played with Zephyr Sprite (but we also didn't have better flying man options, so take that with a grain of salt).
Its a balancing issue basically of power vs control
@Antidote,
Can you post your decklist?
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
4x Judge's Familiar
4x Cloud of Faeries
4x Spellstutter Sprite
4x Baleful Strix
2x Snapcaster Mage
3x Yuriko
2x Ninja of the Deep Hours
3x Standstill
4x Daze
4x Force of Will
4x Fatal Push
4x Brainstorm
4x Mutavualt
4x Underground Sea
6-8?x? Fetches
2-4x? Island
1x? Swamp
ALSO: Watching this Pro Tour RN makes me really tempted to get Death's Shadow in here.... but Im not sure on that yet.
I could see cutting these for more "value" if the deck is a bit slower and the games go long but I think its still strong.
// 19 Creature
4 Spellstutter Sprite
4 Ninja of the Deep Hours
4 Cloud of Faeries
2 Yuriko, the Tiger's Shadow
4 Baleful Strix
1 Ornithopter
// 4 Enchantment
4 Standstill
// 16 Instant
4 Brainstorm
4 Force of Will
4 Daze
4 Fatal Push
3 Island
1 Mutavault
4 Misty Rainforest
4 Polluted Delta
4 Underground Sea
3 Scalding Tarn
1 Swamp
// 1 Sorcery
1 Ponder
2 Umezawa's Jitte
2 Meekstone
1 Phyrexian Revoker
3 Faerie Macabre
2 Misdirection
2 Flusterstorm
1 Dismember
2 Echoing Truth
So vial is very good with Standstill, as you can force creatures through it and it enables a turn 2 Standstill, but I though it wasn't meant for this deck. I played against someone that says he's worked a lot on the deck over the course of 3 years. I'd post his list if I had an option to upload an image.
He runs 4x Vial, and focuses a lot of tempo trying to enable turn 2 Standstill. He says vial is amazing. Not only does it enable turn 2 standstill, it also gives tempo. He plays a couple Seal of Removal and TNN and 3 copies of Sage of Epityr which he likes because it smooths draws and helps to enable turn 2 Standstill as well.
It's a strange looking list, but he says it's better. I like the fact that his list can get turn 2 Standstill more than this iteration, so he may be correct.
EDIT:
Here's his list
https://tappedout.net/mtg-decks/ninja-faerie-standstill-2/
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
Yeah, thinking about it, vial is super sweet. The reorganize the top of the deck one drop though, that seems bad, it doesn't have evasion and that effect really isn't that good.
Id keep Standstill at 4 and slide vial in. I also think Yuriko is much better than Ninja of the Deep Hours and Id play 3 and 3 or 3 and 2 rather than 2 and 4.
*edit* that being said,Thoughtseize may be a better lead off play than aether vial AND its better later in the game
And then if a one drop is useful, which one?
Gudul Lurker Has the abillity to be bigger late game
Slither Blade has 2 toughness, so it can help block things like Lacky
Mist-Cloaked Herald/Triton Shorestalker Have the merfolk type, so against lord of atlantis, there is upside.
I think the merfolk, while cute, are just worse than the others (And when it the last time we saw merfolk in legacy?)
Which leaves the 1/2 or the megamorph. I think the 2 toughness is better than being able to morph late game, though the option of playing it on 1, ninjitsu it back to hand, and then morph it on turn 3 is not a bad curve.
Are either of them better than the other 1 drop's we are playing? We used to play flying man, so I know the evasion is important, is it worth utility? like Judge's familar?
2 Mistblade Shinobi
4 Ninja of the Deep Hours
4 Daze
4 Force of Will
4 Brainstorm
4 Mutavault
4 Underground Sea
4 Polluted Delta
2 Scalding Tarn
1 Flooded Strand
1 Misty Rainforest
1 Snow-Covered Swamp
3 Snow-Covered Island
4 Standstill
1 Umezawa's Jitte
4 Spellstutter Sprite
4 Cloud of Faeries
2 Slither Blade
1 Sakashima's Student
3 Yuriko, the Tiger's Shadow
1 Gilded Drake
3 Flusterstorm
1 Fatal Push
4 Leyline of the Void
1 Bitterblossom
4 Mausoleum Wanderer
This is the deck I want to start testing when I get the chance to
Also, he mentioned he liked NotDH more than Yuriko because it doesn't die to abrupt decay, and that's a good point. Though I have mixed feelings. Sure it doesn't die to AD, but it costs 1 more mana to hardcast, and it's weaker to cards like Grim Lavamaman and Liliana, the Last Hope. You can set up your topdeck with brainstorm to have Yuriko deal a lot of dmg, and potentially draw more cards, whereas with NotDH you don't give away card info. Both have pros and cons. I can't say one is strictly better than the other. One is Legendary and is therefore weaker to Karakas and can't be played in multiples. Ultimately, I still think I like NotDH better, but I want to have more than 4 Ninjas in my deck so I will be playing both anyways.
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC