I feel like you have to keep that weird dual mindset, where you play to win and don't play to win at the same time. Meaning that you build the deck and play it to win, but if you lose that's ok too and you can do so happy.
Right. Personally, I play to keep in the game and keep the game moving forward, with the vague hopes that I'll come out on top at the end.
This is probably a discussion branching too far off the original topic, but I think it's important to build a deck that challenges your playgroup, but doesn't overwhelm them. That applies much more to a casual playgroup than a competitive one, but either way people don't enjoy futile situations.
Wonderful primer! Thorough and thoughtfully written.
I agree with your analysis of the politics. I play with a very casual group, most of which have difficulty assessing power level, and just freak out on any deck I bring in. They like the precons. After a couple humble losses I'm no longer the biggest target at the table and can set myself up for a win.
Obviously the land base could be chopped up differently; I've mainly just used what I have available for that. Soaring Seacliff makes a substantial difference when you really need that Ninja to hop over your opponent's defenses. I've gotten plenty of use out of Halimar Depths even though coming into play tapped can slow down your casts. It hasn't been much of an issue to me since I'm used to running this deck with a tiny mana pool, and I'd much rather control the next card I'll be drawing.
Baleful Strix is your best friend. It's the perfect card for BU Ninjas, on top of being a wonderfully efficient card for any BU deck. Never leave home without it. I'd run four if I had four. Augury Owls are also nice to have for improving your draws.
Crucially, Faerie Impostor is a miracle worker. She combos beautifully with Ornithopter for some vicious turn one plays, and can airlift your Ninjas from trouble when needed. They've earned a permanent spot in my Ninja deck.
Typhoid Rats may seem an odd choice over Tormented Soul, but nobody wants to ever block the little bastards and they double as wonderful blockers themselves if needed.
Spiketail Hatchlings were the latest addition to the deck, and I've been quite pleased with their situational board-stalling ability. If they get swapped out, it'll likely be for Inkfathom Infiltrators or Oona's Prowlers, but for now I think the deck needs more control than aggro cards.
Lastly, the Ninjas. High cost Ninjas didn't make the cut. It's a damn shame, since I do heart Ink-Eyes, Servant of Oni, but by the time they hit the board the game is likely already decided. The biggest mistake I made in all my early Ninja decks was to include far too many Ninjas and far too few enablers. Getting Ninjas into play when their enablers had died turns ago was frustratingly difficult.
My advice is to run between 8-10 Ninjas, and as many enablers/utility creatures as you can. Also, try to get as much utility as possible out of the enablers. A 1/1 evasive creature for CMC 1 isn't good for much beyond enabling Ninjas.
Edit: Also, I really like your inclusion of Thalakos Seer. Great ability for Ninjas! The trouble I see with that is his UU casting cost which could be difficult to drop reliably and repeatedly.
Pretty sure I understand the mechanic but I just want to be clear on something. Since almost everything I've read on it refers specifically to regeneration during combat and how a creature is tapped and removed from combat, if I attempted to destroy a creature before combat, does it still tap?
Let's be more specific:
I want to attack a player with my White Knight, but my opponent controls an untapped Mossbridge Troll. If I want my attack to go unblocked, could I Doom Blade the Troll just to keep him tapped and out of the way?
The answer seems pretty obvious to me based on the way I've read the rules, buuuut I just wanted to be sure.
Alright, so I've only been playing for a year, and I think I've got most of this stuff down... I should really already know the answer to this...
If, for example, I had a creature with 2: Regenerate, I tapped out to regenerate it, and in response someone hit the thing with a Doom Blade, is the regenerating creature destroyed because the Doom Blade executed first on the stack?
Another, similar example, let's say I've got a Lorthos, the Tidemaker. Lorthos attacks, and I tap 8 to tap eight target permanents. In response, my opponent plays a Doom Blade. Since the Doom Blade is on top of the stack when it resolves, does Lorthos' ability execute anyway?
I think I know the answer to these, but hey, it can't hurt to ask. Thanks!
Well, with some RtR drafts underway, I thought I'd stick a few things in a WU ninja deck to see how it would work out. Note - I'm a casual player along with my playgroup, and the decklist below will likely reflect that. However, the moment I saw Faerie Impostor I instinctively knew she would play beautifully in a Ninja deck. And she has!
Some thoughts...
Overall, it plays like you'd expect. Faerie Impostors are my favorite Ninja enablers ever. They work perfectly with Ornithopters, and of course, get your Ninjas right back in your hand for more Ninjutsu trickery. I wish they had Flash. Signal Pest also keeps things aggressive and gives your Ornithopters something to do besides float there and look pretty.
I played the deck a couple times with Venser, the Sojourner and he was rather unnecessary. I may also swap out the removal here for Path to Exiles at some point.
I could ditch a few creatures here in place of Stellsputter Sprites, but I think eight counters were effective enough. People have their reservations about Dispel, with most considering Spell Pierce a superior choice, but I like my counters hard, and I'm far more worried about instants breaking my combat tricks than I am with some sorcery that'll hit on an opponent's turn. Hindering Light has also kept Ninja operations running quite smoothly too with the added card draw.
Aven Mimeomancer isn't terribly useful here, but I love the flavor too much to take him out...
Rogue's Passage was never necessary, but I think it's a handy enabler that I'm definitely keeping.
What might be very helpful with returning creatures to hands is Crystal Shard. 3 to cast, but one blue to execute. Plus, it works against your enemies (unless they pay 1) and is recyclable. Thoughts?
Or yours! You're all far more experienced and knowledgeable than I. You're also quite wonderful.
I tend to make decks with diverse approaches to removal rather than stick to one thing. GftT and Agony Warps, plus bounces seem well rounded enough, but I suppose the essence of magic is efficient use of cardspace, and there's not room enough for everything. If there was, I'd run four Vampire Nighthawks in every deck.
Back on subject, I've stuck a couple Neurok Invisimancers in my latest variation but haven't had an opportunity to test them out. Their mana cost is somewhat prohibitive but they do have a couple benefits.
Edit: I'll keep in mind your advice about 2cmc enablers. My current deck is not very counter heavy and mana wise it has worked out well but I do constantly feel the need to increase my counters. Doing so would be at the expense of some of the more flavorful Ninja equipment, which I keep because I love flavor so damn much. However, winning is also important....
For removal I've been using Agony Warp for its flexibility, particularly against black creatures that don't care about getting their throats slit. Seems to play pretty well in UB.
Right. Personally, I play to keep in the game and keep the game moving forward, with the vague hopes that I'll come out on top at the end.
This is probably a discussion branching too far off the original topic, but I think it's important to build a deck that challenges your playgroup, but doesn't overwhelm them. That applies much more to a casual playgroup than a competitive one, but either way people don't enjoy futile situations.
Anyway, good primer. Thank you.
I agree with your analysis of the politics. I play with a very casual group, most of which have difficulty assessing power level, and just freak out on any deck I bring in. They like the precons. After a couple humble losses I'm no longer the biggest target at the table and can set myself up for a win.
Also, Ghrom, I'd kill to see iMtG for Android. It's a great app.
2x Jwar Isle Refuge
2x Evolving Wilds
2x Halimar Depths
2x Tainted Isle
4x Island
2x Soaring Seacliff
7x Swamp
Utility
2x Baleful Strix
1x Dimir Infiltrator
2x Augury Owl
4x Ornithopter
4x Spiketail Hatchling
2x Typhoid Rats
4x Faerie Impostor
2x Ninja of the Deep Hours
2x Throat Slitter
1x Higure, the Still Wind
2x Mistblade Shinobi
1x Sakashima's Student
Instants
4x Spell Pierce
4x Agony Warp
4x Duress
Obviously the land base could be chopped up differently; I've mainly just used what I have available for that. Soaring Seacliff makes a substantial difference when you really need that Ninja to hop over your opponent's defenses. I've gotten plenty of use out of Halimar Depths even though coming into play tapped can slow down your casts. It hasn't been much of an issue to me since I'm used to running this deck with a tiny mana pool, and I'd much rather control the next card I'll be drawing.
Baleful Strix is your best friend. It's the perfect card for BU Ninjas, on top of being a wonderfully efficient card for any BU deck. Never leave home without it. I'd run four if I had four. Augury Owls are also nice to have for improving your draws.
Crucially, Faerie Impostor is a miracle worker. She combos beautifully with Ornithopter for some vicious turn one plays, and can airlift your Ninjas from trouble when needed. They've earned a permanent spot in my Ninja deck.
I had at one point included Signal Pests, and may put them back in over the Dimir Infiltrator and Augury Owls, but I'm a fan of diversity.
Typhoid Rats may seem an odd choice over Tormented Soul, but nobody wants to ever block the little bastards and they double as wonderful blockers themselves if needed.
Spiketail Hatchlings were the latest addition to the deck, and I've been quite pleased with their situational board-stalling ability. If they get swapped out, it'll likely be for Inkfathom Infiltrators or Oona's Prowlers, but for now I think the deck needs more control than aggro cards.
Lastly, the Ninjas. High cost Ninjas didn't make the cut. It's a damn shame, since I do heart Ink-Eyes, Servant of Oni, but by the time they hit the board the game is likely already decided. The biggest mistake I made in all my early Ninja decks was to include far too many Ninjas and far too few enablers. Getting Ninjas into play when their enablers had died turns ago was frustratingly difficult.
My advice is to run between 8-10 Ninjas, and as many enablers/utility creatures as you can. Also, try to get as much utility as possible out of the enablers. A 1/1 evasive creature for CMC 1 isn't good for much beyond enabling Ninjas.
Edit: Also, I really like your inclusion of Thalakos Seer. Great ability for Ninjas! The trouble I see with that is his UU casting cost which could be difficult to drop reliably and repeatedly.
Also Tragic Slip.
Let's be more specific:
I want to attack a player with my White Knight, but my opponent controls an untapped Mossbridge Troll. If I want my attack to go unblocked, could I Doom Blade the Troll just to keep him tapped and out of the way?
The answer seems pretty obvious to me based on the way I've read the rules, buuuut I just wanted to be sure.
Thanks!
If, for example, I had a creature with 2: Regenerate, I tapped out to regenerate it, and in response someone hit the thing with a Doom Blade, is the regenerating creature destroyed because the Doom Blade executed first on the stack?
Another, similar example, let's say I've got a Lorthos, the Tidemaker. Lorthos attacks, and I tap 8 to tap eight target permanents. In response, my opponent plays a Doom Blade. Since the Doom Blade is on top of the stack when it resolves, does Lorthos' ability execute anyway?
I think I know the answer to these, but hey, it can't hurt to ask. Thanks!
4 Ornithopter
4 Faerie Impostor
3 Signal Pest
1 Aven Mimeomancer
1 New Prahv Guildmage
Misc. Creatures (2)
1 Goldnight Commander
1 Mentor of the Meek
4 Mistblade Shinobi
4 Ninja of the Deep Hours
2 Higure, the Still Wind
Equipment (2)
2 Sai of the Shinobi (Or 2 Ronin Warclub for Modern Legal purposes)
Counterspells (8)
4 Dispel
4 Hindering Light
1 Detention Sphere
1 Supreme Verdict
Land (24)
1 Soaring Seacliff
1 Halimar Depths
2 Rogue's Passage
19 Assorted Land
Some thoughts...
Overall, it plays like you'd expect. Faerie Impostors are my favorite Ninja enablers ever. They work perfectly with Ornithopters, and of course, get your Ninjas right back in your hand for more Ninjutsu trickery. I wish they had Flash. Signal Pest also keeps things aggressive and gives your Ornithopters something to do besides float there and look pretty.
A few cards I stuck in because I drafted them and wanted to see them in action, such as Detention Sphere, Supreme Verdict, and New Prahv Guildmage. Lyev Skyknight might also fit in well.
I played the deck a couple times with Venser, the Sojourner and he was rather unnecessary. I may also swap out the removal here for Path to Exiles at some point.
I could ditch a few creatures here in place of Stellsputter Sprites, but I think eight counters were effective enough. People have their reservations about Dispel, with most considering Spell Pierce a superior choice, but I like my counters hard, and I'm far more worried about instants breaking my combat tricks than I am with some sorcery that'll hit on an opponent's turn. Hindering Light has also kept Ninja operations running quite smoothly too with the added card draw.
Aven Mimeomancer isn't terribly useful here, but I love the flavor too much to take him out...
Rogue's Passage was never necessary, but I think it's a handy enabler that I'm definitely keeping.
Or yours! You're all far more experienced and knowledgeable than I. You're also quite wonderful.
I tend to make decks with diverse approaches to removal rather than stick to one thing. GftT and Agony Warps, plus bounces seem well rounded enough, but I suppose the essence of magic is efficient use of cardspace, and there's not room enough for everything. If there was, I'd run four Vampire Nighthawks in every deck.
Back on subject, I've stuck a couple Neurok Invisimancers in my latest variation but haven't had an opportunity to test them out. Their mana cost is somewhat prohibitive but they do have a couple benefits.
Edit: I'll keep in mind your advice about 2cmc enablers. My current deck is not very counter heavy and mana wise it has worked out well but I do constantly feel the need to increase my counters. Doing so would be at the expense of some of the more flavorful Ninja equipment, which I keep because I love flavor so damn much. However, winning is also important....