Hmmmm, I quite like the new Dimir Legendary they just spoiled.
Not too sure about how effective a 4cmc unblockable would be, but I'm going to try her out. Ninjutsu synergises quite nicely to counteract her shuffle in trigger. Sure you don't get the ninjas damage ability triggering, but you get removal and an alternate win con.
I really like that alternate wincon, as well. You can ninjutsu in response to the trigger and get her to your hand instead of shuffled back in.
Ninjitsu happens during the Declare Blockers step if no blockers are declared, before the Combat Damage step. The Ninja you Ninjitsu into play replacing her is the one dealing combat damage. If you Ninjitsu, she never deals the Combat damage for her trigger.
You can actually activate the ninjutsu ability anytime during the combat phase after blockers have been declared, you just need to an unblocked attacking creature (and the mana to pay for the ability haha) and seeing as creatures remain attacking right till the end of combat step you can activate ninjutsu after combat damage is assigned.
So with Etrata you'd announce her as an attacker, go through the declare blockers step, assign combat damage so her ability triggers, then activate ninjutsu (say Yuriko) returning Etrata as part of the cost, Yuriko comes in but doesn't deal any combat damage but you've exiled a creature and avoided shuffling Etrata back in to your library. Everyone is happy, apart from your opponent.
Well that is quite interesting! Thanks for correcting me. I was considering her for fun and clearing out blockers, anyway, but this sounds pretty dang interesting!
Hmmmm, I quite like the new Dimir Legendary they just spoiled.
Not too sure about how effective a 4cmc unblockable would be, but I'm going to try her out. Ninjutsu synergises quite nicely to counteract her shuffle in trigger. Sure you don't get the ninjas damage ability triggering, but you get removal and an alternate win con.
I really like that alternate wincon, as well. You can ninjutsu in response to the trigger and get her to your hand instead of shuffled back in.
Ninjitsu happens during the Declare Blockers step if no blockers are declared, before the Combat Damage step. The Ninja you Ninjitsu into play replacing her is the one dealing combat damage. If you Ninjitsu, she never deals the Combat damage for her trigger.
As for Lightning Greaves I'd rather play cheap creatures with haste (there are some in black like eg. Nether Traitor) and/or flash than risking drawing useless boots on wrathed table.
On the contrary, I'd rather have a guaranteed way of Haste sitting on the board to enable any creature and Ninjitsu Yuriko back in ASAP than hope I have access to the very few creatures that have Haste in these colors. To each their own, I suppose.
@Klezam, have you considered Teferi's Veil? I run that in my Deck, and it's actually saved my team from board clears/removal a few times, and it's not really a priority Target, compared to all of the other busted Enchantments I run (like Arcane Adaptation)
I'm not a fan of Mutavault, since it doesn't have Evasion..
I'll check out Teferi's Veil. Getting hit with Merciless Eviction last week was pretty painful. The deck can't run enough control elements with how hellbent everyone is on playing everying as low to the ground as possible to avoid every board wipe, though, which is why I like Mutavault. Having that there as a backup after opponents board wiped on their turn has several times allowed me to get Yuriko back onto the battlefield attacking and getting triggers a turn sooner than I would have otherwise. In my testing it's been worth it. It doesn't need evasion because the reason I play it generally means there's nothing to block it, anyway, and it's another trigger if there's no blockers out otherwise.
-Mutavault has actually felt great. It's a colorless source, but one land that can count as a Ninja for extra triggers has been sweet. Have had opponents board wipe thinking they got read of ways to enable me to Ninjitsu Yuriko back in, only to realize I still have that Mutavault. Has been fantastic so far.
-Lightning Greaves feels like it's a must at this point, because after bouncing my board and trying to re-cast to avoid board wipes or when trying to ramp up into multiple triggers, this is where the deck feels slow. I don't know about adding it and Swiftfoot Boots both, but I feel like Lightning Greaves is a must.
-Aether Vial. I'm seriously considering making a slot for Aether Vial, because I often have more 2 mana dorks in my hand than I can cast, and with Ninjitsu costs I want to free as much mana up as possible. I have the feeling Aether Vial could do some pretty great work at all stages of the game. It'd let me re-cast the Ninjitsu enabler Creatures after bouncing them to save them from a board wipe, or leave more mana open for responses.
-Nexus of Fate. I don't have a Time Warp so I added this in, and it's as absurd as you imagine.
-Dimir Infiltrator. Transmuting this guy into Snapcaster Mage or a few of the other 2CC spells in the late game has saved me a few times and I'm very happy running him.
-As far as how my test runs have gone: Yuriko has taken most people by surprise because I've been dealing anywhere from 8 to 20 damage to the table within the first two attacks before anyone can even think about having removal. As I eluded to with the Lightning Greaves, it feels like the ability to give creatures Haste is needed, and protection for Yuriko isn't bad either. Most of my games so far have had me getting a max of two triggers with Ninjas a turn, so it feels like games are moving at a crawl, as though there's potential for it to go much faster. This is part of what lead me to adding Mutavault for an extra, ez-access Ninja, and this is what has me considering Aether Vial, as well. I feel like as soon as my meta catches on, it's going to be pretty difficult to keep Yuriko on the table and any kind of board state for fear of everyone taking 8-20 damage in one turn (and the fact that I'm playing ample extra turn spells for their high CC + effectiveness).
This makes me feel like I need more triggers, faster. Overall it's a very fun deck and a lot of people said they had fun playing against it, especially because of that unknown of never knowing what I'm about to hit the table with when I connect with Yuriko or another Ninja. I'm considering a few different cards: Expropriate, Clone Legion, Bribery and Cryptic Command. The first three help fill up my board and if I can have them all be Ninjas via Arcane Adaptation then even better. Cryptic Command is a nice control card that can also make way for attackers to get through unhindered. Will post when I've played more and if I make any of these changes.
Building Yuriko at the moment and looking forward to trying her out. I picked up Mutavault for mine. Even though the deck is color hungry, having access to a 2/2 Ninja when Yuriko gets out or I need it seems like it'll be pretty sweet
Well that is quite interesting! Thanks for correcting me. I was considering her for fun and clearing out blockers, anyway, but this sounds pretty dang interesting!
(Also known as Xenphire)
Ninjitsu happens during the Declare Blockers step if no blockers are declared, before the Combat Damage step. The Ninja you Ninjitsu into play replacing her is the one dealing combat damage. If you Ninjitsu, she never deals the Combat damage for her trigger.
(Also known as Xenphire)
On the contrary, I'd rather have a guaranteed way of Haste sitting on the board to enable any creature and Ninjitsu Yuriko back in ASAP than hope I have access to the very few creatures that have Haste in these colors. To each their own, I suppose.
I'll check out Teferi's Veil. Getting hit with Merciless Eviction last week was pretty painful. The deck can't run enough control elements with how hellbent everyone is on playing everying as low to the ground as possible to avoid every board wipe, though, which is why I like Mutavault. Having that there as a backup after opponents board wiped on their turn has several times allowed me to get Yuriko back onto the battlefield attacking and getting triggers a turn sooner than I would have otherwise. In my testing it's been worth it. It doesn't need evasion because the reason I play it generally means there's nothing to block it, anyway, and it's another trigger if there's no blockers out otherwise.
(Also known as Xenphire)
-Mutavault has actually felt great. It's a colorless source, but one land that can count as a Ninja for extra triggers has been sweet. Have had opponents board wipe thinking they got read of ways to enable me to Ninjitsu Yuriko back in, only to realize I still have that Mutavault. Has been fantastic so far.
-Lightning Greaves feels like it's a must at this point, because after bouncing my board and trying to re-cast to avoid board wipes or when trying to ramp up into multiple triggers, this is where the deck feels slow. I don't know about adding it and Swiftfoot Boots both, but I feel like Lightning Greaves is a must.
-Aether Vial. I'm seriously considering making a slot for Aether Vial, because I often have more 2 mana dorks in my hand than I can cast, and with Ninjitsu costs I want to free as much mana up as possible. I have the feeling Aether Vial could do some pretty great work at all stages of the game. It'd let me re-cast the Ninjitsu enabler Creatures after bouncing them to save them from a board wipe, or leave more mana open for responses.
-Nexus of Fate. I don't have a Time Warp so I added this in, and it's as absurd as you imagine.
-Dimir Infiltrator. Transmuting this guy into Snapcaster Mage or a few of the other 2CC spells in the late game has saved me a few times and I'm very happy running him.
-As far as how my test runs have gone: Yuriko has taken most people by surprise because I've been dealing anywhere from 8 to 20 damage to the table within the first two attacks before anyone can even think about having removal. As I eluded to with the Lightning Greaves, it feels like the ability to give creatures Haste is needed, and protection for Yuriko isn't bad either. Most of my games so far have had me getting a max of two triggers with Ninjas a turn, so it feels like games are moving at a crawl, as though there's potential for it to go much faster. This is part of what lead me to adding Mutavault for an extra, ez-access Ninja, and this is what has me considering Aether Vial, as well. I feel like as soon as my meta catches on, it's going to be pretty difficult to keep Yuriko on the table and any kind of board state for fear of everyone taking 8-20 damage in one turn (and the fact that I'm playing ample extra turn spells for their high CC + effectiveness).
This makes me feel like I need more triggers, faster. Overall it's a very fun deck and a lot of people said they had fun playing against it, especially because of that unknown of never knowing what I'm about to hit the table with when I connect with Yuriko or another Ninja. I'm considering a few different cards: Expropriate, Clone Legion, Bribery and Cryptic Command. The first three help fill up my board and if I can have them all be Ninjas via Arcane Adaptation then even better. Cryptic Command is a nice control card that can also make way for attackers to get through unhindered. Will post when I've played more and if I make any of these changes.
(Also known as Xenphire)
(Also known as Xenphire)