Just my 2 cents, but I don't think you have nearly enough mana sources, I'd play at least another 4 lands. Especially considering how mana intensive ninjutsu tends to be.
Personally I don't think cramming the alternative cost cards and split cards are really that great. Limiting yourself to those cards to max out damage I find is less efficient than playing good cards and getting the incidental extra damage. Mostly glaring at Consign//Oblivion, Treasure Cruise and Temporal Trespass.
I get what you want to do with the emerge (get a cost reduction from ninjutsu and then the reduction from emerge). I really don't think I want to be sacking ninjas though. Yuriko makes each one of them super valuable.
Just my 2 cents, but I don't think you have nearly enough mana sources, I'd play at least another 4 lands. Especially considering how mana intensive ninjutsu tends to be.
I think the Mana is fine, especially with how many ways to rearrange the top of the Deck we have, as well as how low our curve is; I've never had a shortage of Mana, and most times I actually end up with A LOT (especially if Lotus Vale survives.)
Personally I don't think cramming the alternative cost cards and split cards are really that great. Limiting yourself to those cards to max out damage I find is less efficient than playing good cards and getting the incidental extra damage. Mostly glaring at Consign // Oblivion, Treasure Cruise and Temporal Trespass.
I don't see what's glaring about a Time Walk for 3 Mana that can also ping the table for 11.. Consign is basically an un-Overloaded Cyclonic Rift; the Deck can struggle with having [non-Creature] Removal (it can also remove a Blocker in a pinch,) so getting it in anyway is nice, especially since it has the utility of pinging for 8 and potential extra value out of the Grave (Commit // Memory is really nice in all of those regards.)
Though I am on the fence about Treasure Cruise, since having so many Delve Cards could be an issue, but I've not come into a scenario where I disliked Cruise too much.. (It's good for rebuilding after a wipe, or for trying to dig a way out.)
As for alternate cost Cards, you can't tell me that Force of Willisn't a good Card.. Let alone in THIS Deck. ESPECIALLY when the Mana Curve and Land count is as low as it is, we don't have the Mana to cast things without alternative costs.. Cards like Commandeer and Snuff Out put in A LOT of work in the Deck.
I get what you want to do with the emerge (get a cost reduction from ninjutsu and then the reduction from emerge). I really don't think I want to be sacking ninjas though. Yuriko makes each one of them super valuable.
Emerge isn't there to sac your other Ninjas, but to sac Yuriko, for when you don't HAVE any other Ninjas or Enchantments making everything a Ninja, so that you can Ninjutsu Yuriko again to get a Trigger (off a "Ninja Enabler.") The only one I have in my Deck presently, is the Scuttler, which I am on the fence about, honestly (though there are situations where it can be an out/win-con, ie. infinitely recurring Time Warp.)
@dachivale, Phyrexian Tower is great if one can afford it, since it puts you AHEAD Mana, compared to High Market. And I think you should definitely get Blinkmoth into your Deck, it has been invaluable in my experience; having an Enabler that practically "Phases" itself out (dodges Sorcery speed removal/wipes,) and is free to replay, especially when Land drops are light (I can usually put it back into play MP2; in that sense it's like an Ornithopter that Taps for Mana!)
@D3eadcalm, I'm not entirely sure what'd be the best Doomsday pile, but I think it'd definitely have a Putrid Imp as a Discard outlet for Nexus of Fate (not to mention it can double as a "Ninja Enabler" in a pinch.)
The thing about temporal trespass is its not a 3 mana time walk, if it was, everyone would play it. It requires you to significantly fuel your graveyard, in colors that like abusing their graveyard. Compare that card to straight Time Warp, which may deal less damage when revealed, but is infinitely more castable.
Consign is basically an un-Overloaded Cyclonic Rift;
I don't think that's a selling point....bouncing non-creature permanents don't really deal with them and Oblivion is more or less a blank. Not too mention un-overloaded cyclonic rift is not what makes it good.
As for alternate cost Cards, you can't tell me that Force of Will isn't a good Card.. Let alone in THIS Deck. ESPECIALLY when the Mana Curve and Land count is as low as it is, we don't have the Mana to cast things without alternative costs.. Cards like Commandeer and Snuff Out put in A LOT of work in the Deck.
I'm not saying all of them are bad, of course FOW is one of the best cards you could be playing, I'm just saying don't add all the alternative costs or delve cards just for the sake of adding more damage. Straight up good cards will always trump that, even if they do a bit less damage.
As for Emerge I know you can sac Yuriko for that effect, I just think it isn't worth it personally..
Yeah, losing control of yuriko hurts. I had an Edgar player play new blood and start getting crazy triggers and card draw from yuriko with a dozen vampires. It was ugly. Definitely would've preferred saccing her
I've been thinking that I need a Xenograft. I'm going to start trying the 1/1 flyers + Arcane Adaptation effects more often to attempt to remedy the issue. Unconditional tutors should probably prioritize this. After that, I'll add another evasive creature to the build.
If you play enough cheap instants and sorceries, fueling at least one of the delve cards isn't the worst, although don't expect to pay minimum price for everything.
I'm most likely going to cut Higure, it's never NOT been a dead Card (and the only thing I've ever done with it, is Imprint it on a Chrome Mox.. 'xD) It's too expensive, and all it does is potentially Tutor for Creatures.. which I don't really see ever being relevant outside of being in a situation where you're really behind (otherwise I'd rather just Ninjutsu in Yuriko to get some Triggers.)
Convince me not to. >:P
(I'll probably put in Standardize, since I want to test it out; it's THE most tutorable, and cheapest, multiple Trigger enabler, and can potentially be a blow-out if no one expects it. Might put in Viscera Seer, as well. Maybe cut the Cruise?)
I'm not unhappy to find the deep fried squid in my hand. Once I used it to buy myself enough time and also clear away a path for attacking.
Once I used it to lock a combo player out of his red mana making him eternally unable to combo off as he had no blockers. I could just keep bouncing the fiend to do it again.
I will also admit that through all the times I had Higure, I used him a grand total of... once, and he got shot before being able to do damage.
I was able to tutor for some sort of toolbox creature with higure and a "everything is a ninja" card out once, so that was helpful. I think maybe it was something silly like baleful strix to keep me safe from a problem flyer. But he is pretty expensive early game...
Hi guys. Been playing the deck for a while now (multiplayer environment) and wanted to share some of my findings and cards I don't *think* have been discussed (I browsed quickly, may have missed something, don't bite me)
1. Vampiric Rites
The only repeatable sac outlet I could find that lets me draw a card. I had culling dias in its place but this let me not only trade in yuriko for value almost every turn, but being able to tutor for devastation tide or temporal mastery and then activating rites for a miracle on the opponents' turn is pretty awesome. If you've something better with the same function, please let me know. The 2 mana activation sucks.
2. Lightning Greaves, Gurmag Swift Wing and Reckless Imp
These innocuous cards (why would you play lightning greaves? it doesn't work with Yuriko!) have one thing in common and one purpose: allow you to immediately get Yuriko out swinging even right after a board wipe. Basically, Yuriko attacks from your hand. People let their guard down after your summoning sick enablers get put away. They tap out seeing your empty board, and do not expect an end step Insidious Dreams into Temporal Mastery into Gurmag Swiftwing into Yuriko into hit for 11 with Temporal Trespass into woops its still my turn so Doomsday into Arcane Adaptation into Mirror of Fate into death. Oh, speaking of that...
3. Mirror of Fate
A lot of people don't realize this, but a lot of games you have a bunch of exiled cards from delving, aftermath, and your used timewalk spells. These also happen to be all your high cmc spells. So don't mind if I put them back on top for another go. Also, if you're not into Lab Maniac wins, this is how you make sure a Doomsday really spells doom for them and not you, since you can re-use Temporal Mastery and set up for another round of pain.
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-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.
@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)
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 won me a game before, so I'm sold. Just got a nexus of fate and elder deep fiend today too, so yuriko has some upgrades. Maybe I'll look through my bulk for gurmag too.
Why are we afraid of wipes? We don't have more than 2 creatures on the board at any one time. With Yuriko's draw there is also not issue into keeping a healthy hand size which of course is going to have a couple of spare enablers.
In fact yuriko is SO efficient at stocking the hand that I included Forbid recently and I - no joke - basically forbid locked an opponent when it was down to 1 v 1.
Regarding lightning greaves: too bad, you need them. Yes, you have *some* hasty creatures in black - reckless imp, gurmag swiftwing, nether traitor, not to mention your blue flash guys like elder deep-fiend, snap, silumgar sorcercer - its not going to be enough. More than half your enabler count will be non-hasty. Having boots on the table means literally any enabler in your deck has haste, and you don't have to rely on organic haste to get the job done. Also, considering how much of a removal magnet yuriko is, you will appreciate being able to give her shroud after combat anyway, before everyone untaps/draws.
Speaking of non-hasty enablers. A couple of enablers I've liked that I don't see mentioned a lot:
1. Sidisi, Undead Vizier
A repeatable tutor with Yuriko, she can pull just the answer you need. A little expensive, she's my curve topper.
2. Ravenous Chupacabra and Hostage Taker
In multiplayer games, you will actually have people allow you to ninjutsu yuriko JUST BECAUSE you have one of these removal ETBs on the battlefield. Example: Guy is dead soon to prossh + 19 kobolds, but you could kill it with Chupacabra for him. He'll let Chupa thru and ninjutsu into Yuriko just so you can recast Chupa to kill that dragon. Similar scenarios will present themselves for Hostage Taker vs Avacyn etc. Who says Yuriko can't forge alliances? Albeit a little shortlived and transactional, but hey.
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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.
@Artaud, yeah, being able to hit with Yuriko after, is hard. Usually, my plan is to turn all my evasive creatures into Ninjas, so I don't have to bother attacking with Yuriko.. Although sometimes you're lucky, and someone is open; or you have a Shizo, Death's Storehouse, Thassa, God of the Sea, Cover of Darkness, etc.
I’ve been tinkering with Tortured Existence in my build, and it’s been really good for getting back creatures from the Graveyard due to the bouncing shenanigans. Probably, not good enough with a lower creature count though.
Debating that I should go for Haunted Crossroads instead for the damage dealing route instead.
I'm more afraid of clogged board than wipes. The most common problem I face is getting Yuriko to connect the turn AFTER I ninjitsu her in. Lightning Greaves don't help with that in any way unless I can also have sac outlet online (to sac Yuriko, drop evasive beater, give it haste and ninjitsu again). This requires two cards to work though so unless you waste slots for reduntant pieces you can't get it working reliably each game. I'd rather focus on giving evasion to Yuriko or using more creature removal to clear the way.
I don't often have this issue; with exploit creatures like Sidisi and Silumgar Sorcerer, sac outlets like Vampiric Rites, emerge with Elder Deep Fiend, switcheroos like Cavern Harpy I usually have Yuriko back in the command zone before my next untap phase. You also have Tetsuko, Rogue's Passage to make her unblockable, or just use your control spells to plain make a way through the weakest link (there's bound to be at least 1 guy at the table with few or 1 blocker(s)). If your meta is creature heavy, play more enablers like Quickling and Cavern Harpy.
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Hey everyone, first of all, I want to thank you all for all the information gathered in this topic, specially to penguin as she is keeping the deck updated.
Some cards that have been working great for me are:
I also wanted to ask a question about Gurmag Swiftwing. Let's say we have Arcane Adaptation and Yuriko, the Tiger's Shadowon the board We also have and a Ninja with ninjitsu in our hand. Could we get two Yuriko's triggers due to Gurmag Swiftwing first strike damage and replacing it with the Ninjitsu Ninja before the "normal damage" is dealt??
Yes
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Personally I don't think cramming the alternative cost cards and split cards are really that great. Limiting yourself to those cards to max out damage I find is less efficient than playing good cards and getting the incidental extra damage. Mostly glaring at Consign//Oblivion, Treasure Cruise and Temporal Trespass.
I get what you want to do with the emerge (get a cost reduction from ninjutsu and then the reduction from emerge). I really don't think I want to be sacking ninjas though. Yuriko makes each one of them super valuable.
Arahbo, Kitty Kat Beatdown Decklist
Mizzix of the Izmagnus Decklist
Breya, Etherium Shaper
Yuriko, the Tiger's Shadow Decklist
My Current Set Cube Lists:
Kamigawa Re-Experience
Ravnica, City of Guilds Re-Experience
Alara Re-Experience
Though I am on the fence about Treasure Cruise, since having so many Delve Cards could be an issue, but I've not come into a scenario where I disliked Cruise too much.. (It's good for rebuilding after a wipe, or for trying to dig a way out.)
As for alternate cost Cards, you can't tell me that Force of Will isn't a good Card.. Let alone in THIS Deck. ESPECIALLY when the Mana Curve and Land count is as low as it is, we don't have the Mana to cast things without alternative costs.. Cards like Commandeer and Snuff Out put in A LOT of work in the Deck. Emerge isn't there to sac your other Ninjas, but to sac Yuriko, for when you don't HAVE any other Ninjas or Enchantments making everything a Ninja, so that you can Ninjutsu Yuriko again to get a Trigger (off a "Ninja Enabler.") The only one I have in my Deck presently, is the Scuttler, which I am on the fence about, honestly (though there are situations where it can be an out/win-con, ie. infinitely recurring Time Warp.)
@dachivale, Phyrexian Tower is great if one can afford it, since it puts you AHEAD Mana, compared to High Market. And I think you should definitely get Blinkmoth into your Deck, it has been invaluable in my experience; having an Enabler that practically "Phases" itself out (dodges Sorcery speed removal/wipes,) and is free to replay, especially when Land drops are light (I can usually put it back into play MP2; in that sense it's like an Ornithopter that Taps for Mana!)
@D3eadcalm, I'm not entirely sure what'd be the best Doomsday pile, but I think it'd definitely have a Putrid Imp as a Discard outlet for Nexus of Fate (not to mention it can double as a "Ninja Enabler" in a pinch.)
URG Riku: - (Deck List) (Retired, but should probably bring it back.. I need a more casual deck)
BGU Muldrotha: - (Deck List)
UB Yuriko: - (Deck List)
UR Zndrsplt/Okaun - (Deck List)
G Seton: - (Deck List)
RGW Uril: - (Deck List)
GU Vannifar: - (Deck List) (My main)
WUBRG Alara: - (Deck List)
UBR Tresserhorn: - (Deck List)
RW Feather: - (Deck List)
I don't think that's a selling point....bouncing non-creature permanents don't really deal with them and Oblivion is more or less a blank. Not too mention un-overloaded cyclonic rift is not what makes it good.
I'm not saying all of them are bad, of course FOW is one of the best cards you could be playing, I'm just saying don't add all the alternative costs or delve cards just for the sake of adding more damage. Straight up good cards will always trump that, even if they do a bit less damage.
As for Emerge I know you can sac Yuriko for that effect, I just think it isn't worth it personally..
Anyways, just like I said, just my 2 cents...
Arahbo, Kitty Kat Beatdown Decklist
Mizzix of the Izmagnus Decklist
Breya, Etherium Shaper
Yuriko, the Tiger's Shadow Decklist
My Current Set Cube Lists:
Kamigawa Re-Experience
Ravnica, City of Guilds Re-Experience
Alara Re-Experience
If you play enough cheap instants and sorceries, fueling at least one of the delve cards isn't the worst, although don't expect to pay minimum price for everything.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
Convince me not to. >:P
(I'll probably put in Standardize, since I want to test it out; it's THE most tutorable, and cheapest, multiple Trigger enabler, and can potentially be a blow-out if no one expects it. Might put in Viscera Seer, as well. Maybe cut the Cruise?)
@plushpenguin, how has Elder Deep-Fried Chicken worked out for you?
URG Riku: - (Deck List) (Retired, but should probably bring it back.. I need a more casual deck)
BGU Muldrotha: - (Deck List)
UB Yuriko: - (Deck List)
UR Zndrsplt/Okaun - (Deck List)
G Seton: - (Deck List)
RGW Uril: - (Deck List)
GU Vannifar: - (Deck List) (My main)
WUBRG Alara: - (Deck List)
UBR Tresserhorn: - (Deck List)
RW Feather: - (Deck List)
Once I used it to lock a combo player out of his red mana making him eternally unable to combo off as he had no blockers. I could just keep bouncing the fiend to do it again.
I will also admit that through all the times I had Higure, I used him a grand total of... once, and he got shot before being able to do damage.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
Highlights from the ninja deck before retiring it:
1. Watching people get upset and talking to the table about who was going to kill the Omnithopter.
2. Donking everyone for 9 off of Expropriate in the late game and then casting it and having the table scoop.
3. Elder deep fiend is awesome in the deck
4. Amonkhet/Hour of Devastation split spells also awesome.
Good luck to you all as you continue to pilot it. It was quite fun while it lasted
1. Vampiric Rites
The only repeatable sac outlet I could find that lets me draw a card. I had culling dias in its place but this let me not only trade in yuriko for value almost every turn, but being able to tutor for devastation tide or temporal mastery and then activating rites for a miracle on the opponents' turn is pretty awesome. If you've something better with the same function, please let me know. The 2 mana activation sucks.
2. Lightning Greaves, Gurmag Swift Wing and Reckless Imp
These innocuous cards (why would you play lightning greaves? it doesn't work with Yuriko!) have one thing in common and one purpose: allow you to immediately get Yuriko out swinging even right after a board wipe. Basically, Yuriko attacks from your hand. People let their guard down after your summoning sick enablers get put away. They tap out seeing your empty board, and do not expect an end step Insidious Dreams into Temporal Mastery into Gurmag Swiftwing into Yuriko into hit for 11 with Temporal Trespass into woops its still my turn so Doomsday into Arcane Adaptation into Mirror of Fate into death. Oh, speaking of that...
3. Mirror of Fate
A lot of people don't realize this, but a lot of games you have a bunch of exiled cards from delving, aftermath, and your used timewalk spells. These also happen to be all your high cmc spells. So don't mind if I put them back on top for another go. Also, if you're not into Lab Maniac wins, this is how you make sure a Doomsday really spells doom for them and not you, since you can re-use Temporal Mastery and set up for another round of pain.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
URG Riku: - (Deck List) (Retired, but should probably bring it back.. I need a more casual deck)
BGU Muldrotha: - (Deck List)
UB Yuriko: - (Deck List)
UR Zndrsplt/Okaun - (Deck List)
G Seton: - (Deck List)
RGW Uril: - (Deck List)
GU Vannifar: - (Deck List) (My main)
WUBRG Alara: - (Deck List)
UBR Tresserhorn: - (Deck List)
RW Feather: - (Deck List)
Also potentially insane (if allowed in your local meta) is Split Screen
Arahbo, Kitty Kat Beatdown Decklist
Mizzix of the Izmagnus Decklist
Breya, Etherium Shaper
Yuriko, the Tiger's Shadow Decklist
My Current Set Cube Lists:
Kamigawa Re-Experience
Ravnica, City of Guilds Re-Experience
Alara Re-Experience
-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)
URG Riku: - (Deck List) (Retired, but should probably bring it back.. I need a more casual deck)
BGU Muldrotha: - (Deck List)
UB Yuriko: - (Deck List)
UR Zndrsplt/Okaun - (Deck List)
G Seton: - (Deck List)
RGW Uril: - (Deck List)
GU Vannifar: - (Deck List) (My main)
WUBRG Alara: - (Deck List)
UBR Tresserhorn: - (Deck List)
RW Feather: - (Deck List)
I just wish Nevermaker wasn't 4cmc for a deck like this..
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
URG Riku: - (Deck List) (Retired, but should probably bring it back.. I need a more casual deck)
BGU Muldrotha: - (Deck List)
UB Yuriko: - (Deck List)
UR Zndrsplt/Okaun - (Deck List)
G Seton: - (Deck List)
RGW Uril: - (Deck List)
GU Vannifar: - (Deck List) (My main)
WUBRG Alara: - (Deck List)
UBR Tresserhorn: - (Deck List)
RW Feather: - (Deck List)
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)
In fact yuriko is SO efficient at stocking the hand that I included Forbid recently and I - no joke - basically forbid locked an opponent when it was down to 1 v 1.
Regarding lightning greaves: too bad, you need them. Yes, you have *some* hasty creatures in black - reckless imp, gurmag swiftwing, nether traitor, not to mention your blue flash guys like elder deep-fiend, snap, silumgar sorcercer - its not going to be enough. More than half your enabler count will be non-hasty. Having boots on the table means literally any enabler in your deck has haste, and you don't have to rely on organic haste to get the job done. Also, considering how much of a removal magnet yuriko is, you will appreciate being able to give her shroud after combat anyway, before everyone untaps/draws.
Speaking of non-hasty enablers. A couple of enablers I've liked that I don't see mentioned a lot:
1. Sidisi, Undead Vizier
A repeatable tutor with Yuriko, she can pull just the answer you need. A little expensive, she's my curve topper.
2. Ravenous Chupacabra and Hostage Taker
In multiplayer games, you will actually have people allow you to ninjutsu yuriko JUST BECAUSE you have one of these removal ETBs on the battlefield. Example: Guy is dead soon to prossh + 19 kobolds, but you could kill it with Chupacabra for him. He'll let Chupa thru and ninjutsu into Yuriko just so you can recast Chupa to kill that dragon. Similar scenarios will present themselves for Hostage Taker vs Avacyn etc. Who says Yuriko can't forge alliances? Albeit a little shortlived and transactional, but hey.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
@Artaud, yeah, being able to hit with Yuriko after, is hard. Usually, my plan is to turn all my evasive creatures into Ninjas, so I don't have to bother attacking with Yuriko.. Although sometimes you're lucky, and someone is open; or you have a Shizo, Death's Storehouse, Thassa, God of the Sea, Cover of Darkness, etc.
URG Riku: - (Deck List) (Retired, but should probably bring it back.. I need a more casual deck)
BGU Muldrotha: - (Deck List)
UB Yuriko: - (Deck List)
UR Zndrsplt/Okaun - (Deck List)
G Seton: - (Deck List)
RGW Uril: - (Deck List)
GU Vannifar: - (Deck List) (My main)
WUBRG Alara: - (Deck List)
UBR Tresserhorn: - (Deck List)
RW Feather: - (Deck List)
Debating that I should go for Haunted Crossroads instead for the damage dealing route instead.
-Modern-
WMartyrProcB
BBurnR
-Commander-
I don't often have this issue; with exploit creatures like Sidisi and Silumgar Sorcerer, sac outlets like Vampiric Rites, emerge with Elder Deep Fiend, switcheroos like Cavern Harpy I usually have Yuriko back in the command zone before my next untap phase. You also have Tetsuko, Rogue's Passage to make her unblockable, or just use your control spells to plain make a way through the weakest link (there's bound to be at least 1 guy at the table with few or 1 blocker(s)). If your meta is creature heavy, play more enablers like Quickling and Cavern Harpy.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Yes
UGR Wanderer
UGB Tasigur Control
URB Jeleva Storm
RW Gisela Control
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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I think the only way to do that is through an overcosted equipment, all other effects is off color.
UGR Wanderer
UGB Tasigur Control
URB Jeleva Storm
RW Gisela Control