“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
With Devouring Light spoiled in M15, we now have 2 good removal spells in UW Ninjas. Does it make UW Ninjas more viable or stronger from now on?
Is that good enough? It kills goyfs and wurmcoils alright, but it is very bad against half the meta (any combo decks + several other decks). Especially if it becomes played at least a little bit and people start to play around it. Not to mention that the timing restriction essentially makes it a sorcery speed removal, at which point you could as well play Journey into Nowhere or even Detention Sphere. I think it is more of a sideboard card, at best.
And Hushwing Gryff terrifies me. Out deck is all about ETB abilities...and hatebears get Torpor Orb on legs...with flash and flying???
Nothing beats Path to Exile as the premier removal in Modern for W, however I guess as the additional 5th-8th creature removal spells it might just be useful enough. We will probably use Devouring Light for the more aggressive creatures such as Goyf, Wurmcoil Engine, Delver of Secrets etc, while keeping PtE for the stationary creatures such as Dark Confidant. If we use Devouring Light and PtE correctly I think we can reduce the limitation of the former. At this point in time for creature removals I think they are more suitable than Journey to Nowhere and Detention Sphere when use in conjunction with PtE.
Are the Ninjas abilities considered ETB ability? They are "whenever a Ninja deal combat damage". Some of the enablers such as Spellstutter Sprite will be affected though. My decklists usually does not have that many creatures with ETB abilities so at least Hushwing Gryff does not affect me that much.
Stoke the Flames is definitely playable, I will make space in my Izzet deck for it.
Hey gang! Long time since I jumped on the Ninja train. I've been building a UW Tempo Ninjas list for quite some time and I'd love some feedback. So far, I got this list to curve properly...that's about it. Help?
Hey I'm really interested in the ninja deck it looks very fun, I think i would wanna play the blue/black version but i wanted to talk to you about the different deck lists, also are ninjas still viable in modern can they win FMN and tournaments?
Hey gang! Long time since I jumped on the Ninja train. I've been building a UW Tempo Ninjas list for quite some time and I'd love some feedback. So far, I got this list to curve properly...that's about it. Help?
No sideboard yet. I've been busy piloting TimeWarp and 8Rack but this pet project is really fun in my casual group and happens to be modern legal.
I noticed there is a large number of enablers in total, I'm concerned you may end up with draws of all 0/2 and 1/1 creatures . Probably 10 enablers should be enough. Since there is so many enablers it would be worthwhile to just slot in another Higure if possible. I like Detention Sphere with Ephara, God of the Polis though. Have you played with this list yet? It look like it could do with some bounce spells. At the moment it only has Venser, Shaper Savant and Detention Sphere to deal with threats on the board.
Hey I'm really interested in the ninja deck it looks very fun, I think i would wanna play the blue/black version but i wanted to talk to you about the different deck lists, also are ninjas still viable in modern can they win FMN and tournaments?
So far I believe blue/black ninjas have the best shot at being competitive. We should be able to sneak some wins here and there, however I do not think Modern Ninjas can win tournaments - Generally Ninjas have a good matchups against combo but fare poorer against aggro decks.
Yea yesterday I played Boggles and RG Tron. I swept Tron G1, but G2 I dropped Vendillion and tossed a relic and he drew Karn for his second draw :-(
Boggles I was 0-2, he just raced me and won both times. The only thing that can beat Boggles might be Restore the Peace, at least for my build. In casual I use Ephara and Deep Hours ninjas as crazy card drawing engines.
[quote from="Nabbydian »" url="http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/221768-modern-ninjas?comment=1395"]With Devouring Light spoiled in M15, we now have 2 good removal spells in UW Ninjas. Does it make UW Ninjas more viable or stronger from now on?
Are the Ninjas abilities considered ETB ability? They are "whenever a Ninja deal combat damage". Some of the enablers such as Spellstutter Sprite will be affected though. My decklists usually does not have that many creatures with ETB abilities so at least Hushwing Gryff does not affect me that much.
Ninjas are not ETB, but pretty much anything else in the deck is (Spellstutter Sprite, Snapcaster Mage, Vendilion Clique). Those cards become almost worthless without their abilities. Recycling those effects is what makes the deck powerful, vanilla 2/1s aren't exactly what wins games in modern.
On the other hand, if you could build a deck that doesn't rely on ETB abilities, you could have a huge advantage over a great portion of the meta - and that's precisely what I expect those Hatebear and D&T guys to do. Perhaps an interbreeding of a ninja deck with those decks could be done?
My UB decklist is probably more "traditional Ninja" in the sense I focus more on hitting with enablers and generating CA with the Ninjas via Ninja of the Deep Hours and Higure, the Still Wind or Throat Slitter the doomblade on a stick etc, that's why with the exception of Spellstutter Sprite I don't really have creatures with much ETB. Even my UW does not really have much ETB. Fortunately my RU lists has plenty of burn so we can burn the hate out of the way quite easily. Like you mentioned, Hushwing Gryff does looks like it could be integrated into a Ninjas, it has flash and flying which are the best criteria for an Ninja enabler.
Yea yesterday I played Boggles and RG Tron. I swept Tron G1, but G2 I dropped Vendillion and tossed a relic and he drew Karn for his second draw :-(
Boggles I was 0-2, he just raced me and won both times. The only thing that can beat Boggles might be Restore the Peace, at least for my build. In casual I use Ephara and Deep Hours ninjas as crazy card drawing engines.
EDIT: BTW, with M15, Illusory Angel becomes modern legal. This is a solid roadblock that some decks will have huge difficulty getting through, for only 3 mana. May be good in Ornithopter builds.
I went through the M15 spoiler list again and remembered your discussion earlier on Illusory Angel, I'm liking him as an offensive tool for us as well, getting him out will be very easy with our ninja enablers, just that I find it hard to integrate him into my UB Ninjas list. I'm thinking it will be easier to slot him into an UR Ninja list.
I know it's extremely anti-synergistic with the entire Ninja mechanic BUT: Savage Summoning is easily the best pairing with Illusory Angel. It'll even be standard legal for a hot minute.
That pairing will lose the 1/1 counter in the event of a ninja activation, however it would provide a 5/5 flying beater on turn 4, uncounterable.
Green isn't exactly known for good enablers for Ninjas. Could a UG build with pumps be viable? It would give access to Simic Charm and SS + Distortion strike would provide decent pumps and evasion. I'll brainstorm but it's food for thought.
Alternatively Scout's Warning would enable the angel as a can tripping 4/4 flying blocker.
UB is usually better because you gain access to hand discard and creature removal spells. Meanwhile I feel there is too many equipments in your decklist, if you absolutely want to make sure you are able to draw into them, 6 equipments should more than suffice. You only really need at most 2 equipments on board at any time.
It depends on what you expect in the meta and what is the existing pool of cards you have. To start off if you are unable to have a reliable UB mana base it might be better to just start off with mono-blue Ninjas. You could add a color splash in after that.
I would also add 1 or 2 pieces of Celestial Colonnade if I run a few fetches or a cheaper alternative Faerie Conclave, since fetches usually allow us to play a few more CIPT lands.
Why aren't people playing Triton Shorestalker? Its U for a 1/1 that can't be blocked that can block itself. I feel like its a very forgotten card in this thread, which is a surprise since the card is still standard playable.
I was hugely disappointed with Hypnotic Siren. I had her in my deck as a one-of since Journey came out and I have yet to cast it in the Bestow mode. Against most decks, by the time I get to 7 mana I am usually either already winning or I'm dead. And against control decks, you can't generally sink 7 mana as sorcery speed to Control Magic their Snapcaster Mage. Not to mention that having it that late either means topdecking it or bouncing it, which is fairly rare. TLDR, the Siren was just a Flying Men for me.
One a different note, were a reasons why Sword of Fire and Ice is the Sword that is included (when a Sword is to be included) discussed in this thread? Because I don't think SoFaI is necessarily the best one.
Blue - Not terribly relevant. Protects from bouncing and Electrolyze. Destroys Merfolk, but there aren't many other blue creatures you would want protection from (outside of maybe Celestial Colonnade).
Black - Amazing - Protects from most of hard removal in the format (note that the Sword itself dies to Abrupt Decay). There aren't too many creatures you want to attack through/block (with notable exception of Batterskull germ).
Red - Sort of redudant - all the swords already add +2/+2 which works as a great padding against red burn, so the protection on top of that isn't relevant (outside of 1/1s, which our deck plays). There aren't too many red creatures you would want protection against (where the P/T bonus wouldn't do the job).
Green - Nice - Protects from the BG removal and more importantly the green creatures, especially Tarmogoyf, Scavenging Ooze and Kitchen Finks. How useful this is for the deck depends on how much removal you play.
So now let's consider the abilities:
Sword of Light and Shadow - WB - Repeatable lifegain can wreck aggro's day and help us race "fair" game plans of Pod and Twin decks (note that our deck generally has no other way to get out of burn range, should our life total become too low). The second ability is generally superior to card draw, because you select the card you get and most creatures will generally be better than the average card you draw, barring any top of the deck manipulation. You may want to consider trading away your dudes more aggressively, if you have this in your deck. The protections this sword offers are the most relevant and I believe it is superior to SoFaI for us.
Sword of Fire and Ice - UR - Shocking something is great (but won't kill anything half the time, so it only serves to accelerate the clock) and getting a card is nice too, but the protections are probably the weakest pair. This sword can get easily chump-blocked until the opponent finds removal, against which the sword offers little protection (while UR decks cry in the corner and attempt to combo off/race us). However, this sword has the most of the "if I connect, I win" oomph to it.
Sword of Body and Mind - UG - Summoning a bear token is nice, but it can offset the travesty that is the second ability, which helps the opponent more than you.
Sword of Feast and Famine - BG - Untapping everything for interaction on opponent's turn is great and partially offsets inherent weakness of the Sword - they are expensive to get going. The discard ability seldom gets anything too good, but it is still card advantage in fairly pure form. The protections are fairly nice. I actually quite like the sword for ninjas, but it is not.
Sword of War and Peace - WR - This helps racing and that's about it, doesn't affect the board in a meaningful way. At least doesn't help the opponent.
Good analysis !
It's a close fight between Sword of Fire and Ice and Sword of Light and Shadow to be honest, but I think in the decks we see around you are pretty right to say SoLS is the most effective sword at the moment for Modern Ninjas, the protection colors and the lifegain is very relevant in many matchups and between SoFI and SoLS, the latter does a better job against deck working on a clock or racing. I realize SoFI is too slow to race against opponents while SoLS is able to pull us out of range on more than a few occasions.
Why aren't people playing Triton Shorestalker? Its U for a 1/1 that can't be blocked that can block itself. I feel like its a very forgotten card in this thread, which is a surprise since the card is still standard playable.
The problem with Judge's Familiar is that it's benefit is so incredibly intangible. It never ever counters anything, but it's the threat of activation that makes all the difference - one that you can't possibly quantify, because you don't know when the opponent was forced into awkward plays.
But it can't block either - and more often than not I would be happy to trade away may enablers for Skirges and Nexuses. Especially with flash, blocking small fliers is often relevant.
That's the thing Triton Shorestalker can block. So it's perfect at one mana.
That's the thing Triton Shorestalker can block. So it's perfect at one mana.
Sorry, I phrased it incorrectly - unlike your average 1/1 flyer, it can't block flyers. So it can't trade with Vault Skirge or animated Inkmoth Nexus.
Okay? But unblockable is usually far more expensive. It can block most things. Aren't you already running some other fliers? If they are running fliers I guess you can block them, but aren't you going to lose anyway since you can't attack through their flyers? Back to why I quit working on the deck after Bitterblossom came back into the format. I know we haven't seen the huge serge in Bitterblossom we thought we would but still.
A deck that runs a lot of flyers is going to be next to impossible for this deck to beat anyway. We need to attack through them to get card advantage and one for one-ing them isn't usually good for us.
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
Nothing beats Path to Exile as the premier removal in Modern for W, however I guess as the additional 5th-8th creature removal spells it might just be useful enough. We will probably use Devouring Light for the more aggressive creatures such as Goyf, Wurmcoil Engine, Delver of Secrets etc, while keeping PtE for the stationary creatures such as Dark Confidant. If we use Devouring Light and PtE correctly I think we can reduce the limitation of the former. At this point in time for creature removals I think they are more suitable than Journey to Nowhere and Detention Sphere when use in conjunction with PtE.
Are the Ninjas abilities considered ETB ability? They are "whenever a Ninja deal combat damage". Some of the enablers such as Spellstutter Sprite will be affected though. My decklists usually does not have that many creatures with ETB abilities so at least Hushwing Gryff does not affect me that much.
Stoke the Flames is definitely playable, I will make space in my Izzet deck for it.
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
4 Ornithopter
4 Judge's Familiar
4 Signal Pest
1 Geist of Saint Traft
1 Kira, Great Glass-Spinner
1 Mistblade Shinobi
2 Vendilion Clique
2 Ephara, God of the Polis
4 Ninja of the Deep Hours
2 Venser, Shaper Savant
1 Higure, the Still Wind
2 Distortion Strike
4 Path to Exile
3 Remand
2 Detention Sphere
1 Sphinx's Revelation
1 Batterskull
Lands:21
4 Arid Mesa
4 Cavern of Souls
2 Celestial Colonnade
1 Eiganjo Castle
1 Faerie Conclave
2 Hallowed Fountain
2 Island
1 Minamo, School at Water's Edge
1 Mystic Gate
2 Plains
1 Rogue's Passage
No sideboard yet. I've been busy piloting TimeWarp and 8Rack but this pet project is really fun in my casual group and happens to be modern legal.
I noticed there is a large number of enablers in total, I'm concerned you may end up with draws of all 0/2 and 1/1 creatures . Probably 10 enablers should be enough. Since there is so many enablers it would be worthwhile to just slot in another Higure if possible. I like Detention Sphere with Ephara, God of the Polis though. Have you played with this list yet? It look like it could do with some bounce spells. At the moment it only has Venser, Shaper Savant and Detention Sphere to deal with threats on the board.
So far I believe blue/black ninjas have the best shot at being competitive. We should be able to sneak some wins here and there, however I do not think Modern Ninjas can win tournaments - Generally Ninjas have a good matchups against combo but fare poorer against aggro decks.
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
Boggles I was 0-2, he just raced me and won both times. The only thing that can beat Boggles might be Restore the Peace, at least for my build. In casual I use Ephara and Deep Hours ninjas as crazy card drawing engines.
I was thinking maybe Spellstutters?
My UB decklist is probably more "traditional Ninja" in the sense I focus more on hitting with enablers and generating CA with the Ninjas via Ninja of the Deep Hours and Higure, the Still Wind or Throat Slitter the doomblade on a stick etc, that's why with the exception of Spellstutter Sprite I don't really have creatures with much ETB. Even my UW does not really have much ETB. Fortunately my RU lists has plenty of burn so we can burn the hate out of the way quite easily. Like you mentioned, Hushwing Gryff does looks like it could be integrated into a Ninjas, it has flash and flying which are the best criteria for an Ninja enabler.
Don't forget also that Mutavault could enhance Spellstutter Sprite's ETB ability further too.
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
I went through the M15 spoiler list again and remembered your discussion earlier on Illusory Angel, I'm liking him as an offensive tool for us as well, getting him out will be very easy with our ninja enablers, just that I find it hard to integrate him into my UB Ninjas list. I'm thinking it will be easier to slot him into an UR Ninja list.
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
That pairing will lose the 1/1 counter in the event of a ninja activation, however it would provide a 5/5 flying beater on turn 4, uncounterable.
Green isn't exactly known for good enablers for Ninjas. Could a UG build with pumps be viable? It would give access to Simic Charm and SS + Distortion strike would provide decent pumps and evasion. I'll brainstorm but it's food for thought.
Alternatively Scout's Warning would enable the angel as a can tripping 4/4 flying blocker.
I like that Aether Vial list btw!!!
4 invisible stalker
4 Mistblade Shinobi
4 ninja of the deep hours
4 Ornithopter
4 Zephyr Sprite
4 Walker of Secret Ways
4 Distortion Strike
4 mana leak
2 Thassa, God of the Sea
Or is my u/b one better?
4 invisible stalker
4 Mistblade Shinobi
4 ninja of the deep hours
4 Ornithopter
4 tormented soul
2 Ink-Eyes, Servant of Oni
4 Distortion Strike
4 mana leak
4 Distress
10 swamp
Eventually I'll put dual lands in it if it is overall better.
I was contemplating boomerrang instead of whispersilk cloak.
4 Spellstutter Sprite
4 Mistblade Shinobi
4 ninja of the deep hours
4 Ornithopter
4 Zephyr Sprite
4 Walker of Secret Ways
4 Vapor Snag
4 mana leak
4 Whispersilk Cloak
What is generally stronger? Monoblue or u/b?
UB is usually better because you gain access to hand discard and creature removal spells. Meanwhile I feel there is too many equipments in your decklist, if you absolutely want to make sure you are able to draw into them, 6 equipments should more than suffice. You only really need at most 2 equipments on board at any time.
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
4 Mistblade Shinobi
4 ninja of the deep hours
4 Ornithopter
4 tormented soul
4 throat slitter
2 Ink-Eyes, Servant of Oni
4 hero's downfall
4 mana leak
2 Whispersilk Cloak
5 island
5 swamp
4 drowned catacomb
4 Watery Grave
4 Darkslick Shores
Hmm Both deck are a little different by now, the mono blue is more tempo driven and have Spellstutter Sprite and Vapor Snag, while this current decklist has a very reliable enabler in Tormented Soul and a strong creature removal suite in Hero's Downfall and Throat Slitter. IMO, other than Ninjas of the Deep Hours, you can actually run lesser copies of Mistblade Shinobi (same as in mono-blue list) & Throat Slitter - just playtest a little and find the right balance of Ninjas to play with.
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
I will. Which one should I focus on?
It depends on what you expect in the meta and what is the existing pool of cards you have. To start off if you are unable to have a reliable UB mana base it might be better to just start off with mono-blue Ninjas. You could add a color splash in after that.
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
Which list are you referring to? Both UW lists below are due some updates though.
2 Higure, the Still Wind
4 Ninja of the Deep Hours
3 Mistblade Shinobi
4 Spellstutter Sprite
4 Ornithopter
4 Zephyr Sprite
1 Cloud Sprite
2 Jötun Grunt
3 Perilous research
3 Gigadrowse
2 Peel from Reality
1 Noxious Revival
3 Familiar's Ruse
Planeswalkers [2]
2 Elspeth, Knight-Errant
Lands [22]
11 Island
1 Celestial Colonnade
1 Minamo, School at Water's Edge
1 Mutavault
2 Mystic Gate
3 Hallowed Fountain
1 Marsh Flats
2 Plains
4 Ninja of the Deep Hours
4 Mistblade Shinobi
4 Signal Pest
4 Spellstutter Sprite
1 Vendilion Clique
4 Ornithopter
4 Aven Mimeomancer
3 Mask of Memory
Spells [12]:
4 Familiar's Ruse
2 Peel from Reality
2 Echoing Truth
4 Silence
4 Seachrome Coast
2 Mystic Gate
1 Hallowed Fountain
13 Island
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
Hmm, Sword of Fire and Ice is a reasonable replacement for Vendilion Clique, otherwise I might just play Higure, the Still Wind or Sower of Temptation in this slot.
I would also add 1 or 2 pieces of Celestial Colonnade if I run a few fetches or a cheaper alternative Faerie Conclave, since fetches usually allow us to play a few more CIPT lands.
Other spells that are in contention could be Restoration Angel, Hushwing Gryff as a sideboard (since it only affect our Spellstutter Sprite or if we play Restoration Angel), and Hypnotic Siren is a good enabler who works well with our Peel from Reality and gives us a better late game.
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
I haven't tried Hypnotic Siren myself, 7 mana is probably around turn 9-10 or even later? Odds are very low to be able to cast in Bestow Mode so if the likes of Judge's Familiar and Zephyr Sprite are also underwhelming then Hypnotic Siren is always worth a look. There's Triton Shorestalker as well.
Good analysis !
It's a close fight between Sword of Fire and Ice and Sword of Light and Shadow to be honest, but I think in the decks we see around you are pretty right to say SoLS is the most effective sword at the moment for Modern Ninjas, the protection colors and the lifegain is very relevant in many matchups and between SoFI and SoLS, the latter does a better job against deck working on a clock or racing. I realize SoFI is too slow to race against opponents while SoLS is able to pull us out of range on more than a few occasions.
Triton Shorestalker is even better than Tormented Soul because it could block, it is also better in affinity matchups since it can evade Ornithopter and Vault Skirge which could stop my usual flying enablers.
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
That's the thing Triton Shorestalker can block. So it's perfect at one mana.
Okay? But unblockable is usually far more expensive. It can block most things. Aren't you already running some other fliers? If they are running fliers I guess you can block them, but aren't you going to lose anyway since you can't attack through their flyers? Back to why I quit working on the deck after Bitterblossom came back into the format. I know we haven't seen the huge serge in Bitterblossom we thought we would but still.
A deck that runs a lot of flyers is going to be next to impossible for this deck to beat anyway. We need to attack through them to get card advantage and one for one-ing them isn't usually good for us.
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W