Okay, so after a tiny bit of more testing, I can probably settle on three fundamentals when building these decks.
1) Having too many lands in the deck is very bad as you can lose games from whiffing too much on damage triggers
2) You want as low of a curve as possible because your land count is low. Cutting 2-drop manarocks is actually acceptable at a certain point. You just need to have mana open at a certain point in the game.
3) You want to have as many high printed cmc cards as possible that can be functionally played for super cheap.
A close #4 would be.
4) You snowball pretty quickly if you can consistently hit with more than 1 ninja a turn.
I also put a Draco in somewhere just for fun, although retooling the deck for Emrakul, the Promised End is probably better.
I actually could get away with cutting a land with a curve this low that can still consistently hit land drops.
(My work makes finding time to do ANY testing very difficult)
Guys, how to make you "the yuriko player" not the immediate target. Its allways like im playing 1v3 hahahah.
If it feels like 1v3 that just means you're winning the most out of the playgroup. Maybe switch to a less in-the-face deck for a while, let the heat move to someone else before switching back. Remember it's a social format after all.
Private Mod Note
():
Rollback Post to RevisionRollBack
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Hey there, this deck got randomly picked in the random deck thread. There's a thought there about Equilibrium, which looks like it was suggested here in the past. Did you end up trying that at some point?
Also, have you considered Path of Ancestry? I know it wouldn't trigger off ninjutsu, but I imagine it would be fairly close to Temple of Deceit.
Private Mod Note
():
Rollback Post to RevisionRollBack
Zedruu: "This deck is not only able to go crazy - it also needs to do so."
Hey there, this deck got randomly picked in the random deck thread. There's a thought there about Equilibrium, which looks like it was suggested here in the past. Did you end up trying that at some point?
Also, have you considered Path of Ancestry? I know it wouldn't trigger off ninjutsu, but I imagine it would be fairly close to Temple of Deceit.
RE: Equilibrium - its a waste of cardboard in this deck. Simply because ninjutsu already puts the enabler back in your hand. If the intent is to bounce ninjas to "protect" them from sorcery speed dangers, well it simply means your enabler will take the hit and sooner or later your ninjas have no vehicles to ride in. Yuriko herself evades tax and requires no such protection.
RE: Path of Ancestry - why is this being suggested? Yuriko is not a tribal deck unless you have Conspiracy in play.
Private Mod Note
():
Rollback Post to RevisionRollBack
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
RE: Path of Ancestry - why is this being suggested? Yuriko is not a tribal deck unless you have Conspiracy in play.
This deck is designed partly around knowing and controlling the top of the deck. Path of Ancestry is a color fixing land that adds "scry 1" to 9 different cards here, which may or may not be worth being a tapped land.
Private Mod Note
():
Rollback Post to RevisionRollBack
Zedruu: "This deck is not only able to go crazy - it also needs to do so."
The problem here is that the ninjas aren't exactly being cast.
Even if you never cast a creature with ninjutsu, you can scry off of Mothdust Changeling and Arcane Adaptation, and upon further consideration, Snapcaster Mage, Spellseeker, Wingcrafter, Tetsuko Umezawa, Fugitive, and Invisible Stalker are humans. With bouncing to hand, you can get multiple turns of scry 1 from one card. I don't mean to suggest it's an immense upside that would wildly change the deck, but the floor on the card is swapping a basic for a guildgate, and the ceiling is a few free scrys in a deck that explicitly likes to scry.
Private Mod Note
():
Rollback Post to RevisionRollBack
Zedruu: "This deck is not only able to go crazy - it also needs to do so."
The problem here is that the ninjas aren't exactly being cast.
Even if you never cast a creature with ninjutsu, you can scry off of Mothdust Changeling and Arcane Adaptation, and upon further consideration, Snapcaster Mage, Spellseeker, Wingcrafter, Tetsuko Umezawa, Fugitive, and Invisible Stalker are humans. With bouncing to hand, you can get multiple turns of scry 1 from one card. I don't mean to suggest it's an immense upside that would wildly change the deck, but the floor on the card is swapping a basic for a guildgate, and the ceiling is a few free scrys in a deck that explicitly likes to scry.
Hmm. I'll actually think hard about this one given the deck's current state.
ETB tapped lands are generally problematic, but playing it on the first turn is potentially acceptable. Testing should tell how much better it is than the temple.
The problem here is that the ninjas aren't exactly being cast.
Even if you never cast a creature with ninjutsu, you can scry off of Mothdust Changeling and Arcane Adaptation, and upon further consideration, Snapcaster Mage, Spellseeker, Wingcrafter, Tetsuko Umezawa, Fugitive, and Invisible Stalker are humans. With bouncing to hand, you can get multiple turns of scry 1 from one card. I don't mean to suggest it's an immense upside that would wildly change the deck, but the floor on the card is swapping a basic for a guildgate, and the ceiling is a few free scrys in a deck that explicitly likes to scry.
Simply put, Yuriko doesn't like taplands, because the whole yuriko thing is getting your free cards and round-table damage from turn 2. So if we DO play a tapland, it has to be a large payoff. Occasionally getting a scry 1 off of coincidental type shares like "human"? Let's not. Yes, scry has some use in Yuriko. But what would be even better, or really just "good enough", is stuff like Scroll rack or Top.
Private Mod Note
():
Rollback Post to RevisionRollBack
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Simply put, Yuriko doesn't like taplands, because the whole yuriko thing is getting your free cards and round-table damage from turn 2. So if we DO play a tapland, it has to be a large payoff. Occasionally getting a scry 1 off of coincidental type shares like "human"? Let's not. Yes, scry has some use in Yuriko. But what would be even better, or really just "good enough", is stuff like Scroll rack or Top.
So then what's your opinion of Temple of Deceit and Halimar Depths? I don't know exactly the weight of a tapped land, I'm not a Yuriko player, I'm here in theory mostly. But this decklist has taplands. One in particular scrys once as an etb. Path of Ancestry almost certainly scrys once (14 creatures match type, and Arcane Adaptation, and can be manipulated into scrying more, effectively every turn if you want to.
Private Mod Note
():
Rollback Post to RevisionRollBack
Zedruu: "This deck is not only able to go crazy - it also needs to do so."
Simply put, Yuriko doesn't like taplands, because the whole yuriko thing is getting your free cards and round-table damage from turn 2. So if we DO play a tapland, it has to be a large payoff. Occasionally getting a scry 1 off of coincidental type shares like "human"? Let's not. Yes, scry has some use in Yuriko. But what would be even better, or really just "good enough", is stuff like Scroll rack or Top.
So then what's your opinion of Temple of Deceit and Halimar Depths? I don't know exactly the weight of a tapped land, I'm not a Yuriko player, I'm here in theory mostly. But this decklist has taplands. One in particular scrys once as an etb. Path of Ancestry almost certainly scrys once (14 creatures match type, and Arcane Adaptation, and can be manipulated into scrying more, effectively every turn if you want to.
I think I cut Halimar Depths quite a while ago and Temple of Deceit is on the way to being cut. The only reason why temple is not cut yet is because it fixes both colors (and the deck still needs more fixing lands) and the others either don't bottom bad cards or don't always reliably manipulate.
Once I get the satisfactory amount of dual land fixing, I won't have any ETB tapped lands in this list. Basically, I need another Sunken Ruins...
Lastly, most of the new ninjas are great. I won't be running the one that copies itself because of its cheat-in cost but the others I'll definitely try. I'm normally loath on running 4-drop ones but the ceiling seems pretty high on that one.
I've been testing Fallen Shinobi and, despite the high ninjutsu cost, the card is bonkers. It has won me multiple games.
The other new ninjas don't really wow me over much.
Prismatic Vista is another easy inclusion for a new card. Deck thinning, shuffle effect, find the colour you need, etc.
- Prismatic Vista - No explanation needed here
- Faerie Seer - Utterly busted evasive 1 drop for ninjas
- Ingenious Infiltrator - Better than Deep-Hours
- Changeling Outcast - Utterly busted evasive 1-drop for ninjas
- Fallen Shinobi - The damage trigger has a very high ceiling despite costing 4 mana to sneak in. Notably, it can play lands
- Azra Smokeshaper - 2 mana ninjutsu. Probably the only other ninjutsu ninja I have space for in the deck
- Phantom Ninja - Unblockable. Requires no setup.
Cards that are big MAYBES
- Smoke Shroud - Coming back for free is huge. If I need extra evasion, first to consider. Discarding this to hand size sounds awesome.
Cards that won't make it
Mist-Syndicate Naga: I won't always have the mass evasion needed to make this insane. Ninja of the New Moon: 4-mana for extra combat damage not needed. Throatseeker - This won't gain that much life Moonblade Shinobi - I don't need the 1/1 flyer on damage that much, especially if I got to sneak this in to begin with. Cunning Evasion - Not really needed. You have better ways to help the ninjas through.
Six nonland cards is a lot. I got my work cut out for me.
Maybe a lot, but the attraction of Yuriko was always ninja tribal for me, not the actual card. I agree with you on Throatseeker and Cunning Evasion, both aren't good enough.
- Dowsing Dagger (Pretty meh if you don't have it exactly on turn 2 following a 1-drop)
- Phyrexian Tower (Actually not needed. Also colorless sources REALLY suck here)
- Cavern Harpy (Holding a ninja enabler is better than losing tempo by playing this card)
- Spire Owl (I'm replacing it with something cheaper and better)
- Triton Shorestalker (also replacing this with something better)
- Elder Deep-Fiend (It costs a lot for what is essentially a limited reactive play.
- Reality Shift (I'm doing a slight... shift towards less costly (in mana) removal
- Xenograft (with more ninjas, this card isn't actually necessary)
- Halimar Depths (This card is not worth having it enter tapped. Even the temple will get cut someday)
- Strip Mine (This is only here for maze, and now you have more ways of overcoming maze. Chasm isn't an issue if you can attack someone else as it doesn't prevent loss of life)
I am going down to a pretty dangerously low 32 lands, but this deck runs on so little mana and carries so much draw and manipulation to find them. Also you never want to flip too many lands unless you need to hit land drops.
+ Azra Smokeshaper (2 mana ninjutsu)
+ Prismatic Vista (fetch for either color)
+ Faerie Seer (Utterly busted 1-drop enabler for ninjas)
+ Changeling Outcast (Utterly busted 1-drop enabler for ninjas) - This card I believe should also make Higure much better as a means of recovering from setbacks.
+ Fallen Shinobi (Getting two cards is insane value, even if it is a 4-drop)
+ Ingenious Infiltrator (draws a metric ton of cards)
+ Phantom Ninja (requires no setup)
+ Smoke Shroud (This card I think is the best evasion aura due to it automatically coming back. The ideal scenario is to discard it to hand size early)
+ Force of Despair (More free removal)
+ River of Tears (Not the best dual, but still barely better than Sunken Ruins and always taps for blue except on turns 1 and 2)
The addition of more ninjas and free spells is a godsend for this deck. Between paying for enablers and ninja costs, you often don't have much mana to hold up for responses, but you can usually spare a card or two.
I am also looking into getting a Force of Negation as an alternative to regular Negate for this deck.
- Sage Owl: The owls are less necessary now that we have far more ways of flipping more than one card per turn.
- Negate: Replacing with better card.
- Toxic Deluge: You are fast enough that boardwiping yourself is bad unless you can re-establish tempo faster than your opponents. More often than not, they will be the ones who are forced to wipe your board. Nonetheless, you sometimes need to clear away blockers, and alternative choices are more effective at it.
- Dimir Signet
- Talisman of Dominance: With the new Modern Horizons cards tested, I found that you can consistently throw ninjas around via extra 1 drops that are immensely more effective than what we had previously, lessening the need to play these on turn 3.
+ Spectral Sailor: Flash is often better than haste in this deck and this allows you to not skip a combat step if a wipe does go through.
+ Force of Negation: Pitches for a free counter.
+ Wash Out: Actually pretty effective at clearing boards without hurting your own. Hopefully you won't need to name blue.
+ Karn's Temporal Sundering: I threw in an extra turn back in here because the deck is significantly less reliant upon chaining them now, and the bounce is quite relevant in this deck over the other options. I could try Temporal Manipulation if I find one for a decent price.
+ Cyclonic Rift: It is... in case I hit seen mana. I actually like this less than Wash Out.
+ Mist-Syndicate Naga - Was skeptical at first, but in practice gets completely out of control if not stopped quickly.
- Dismember - 1 mana is good.
- Swan Song - The downside is very real in this deck but stopping a wipe is worth it
- Underground River - Does NOT etb tapped.
I was wondering if you tested the new tutor Scheming Symmetry and what you think about it.
It looks like it is worth its downside, but havent tried yet.
Not to mention how it works with Fallen Shinobi
1) Having too many lands in the deck is very bad as you can lose games from whiffing too much on damage triggers
2) You want as low of a curve as possible because your land count is low. Cutting 2-drop manarocks is actually acceptable at a certain point. You just need to have mana open at a certain point in the game.
3) You want to have as many high printed cmc cards as possible that can be functionally played for super cheap.
A close #4 would be.
4) You snowball pretty quickly if you can consistently hit with more than 1 ninja a turn.
Here are cards that I definitely took out
- Devastation Tide
- Evacuation
- Walk the Aeons (Too many extra turn cards gets repetitive)
- Silent-Blade Oni
- Fellwar Stone
- As Foretold
- Disallow
I added
+ Discovery//Dispersal
+ Misdirection
+ Submerge
+ Wingcrafter
+ Xenograft
+ Triton Shorestalker
+ Arcane Denial
I also put a Draco in somewhere just for fun, although retooling the deck for Emrakul, the Promised End is probably better.
I actually could get away with cutting a land with a curve this low that can still consistently hit land drops.
(My work makes finding time to do ANY testing very difficult)
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.
If it feels like 1v3 that just means you're winning the most out of the playgroup. Maybe switch to a less in-the-face deck for a while, let the heat move to someone else before switching back. Remember it's a social format after all.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Also, have you considered Path of Ancestry? I know it wouldn't trigger off ninjutsu, but I imagine it would be fairly close to Temple of Deceit.
RE: Equilibrium - its a waste of cardboard in this deck. Simply because ninjutsu already puts the enabler back in your hand. If the intent is to bounce ninjas to "protect" them from sorcery speed dangers, well it simply means your enabler will take the hit and sooner or later your ninjas have no vehicles to ride in. Yuriko herself evades tax and requires no such protection.
RE: Path of Ancestry - why is this being suggested? Yuriko is not a tribal deck unless you have Conspiracy in play.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
This deck is designed partly around knowing and controlling the top of the deck. Path of Ancestry is a color fixing land that adds "scry 1" to 9 different cards here, which may or may not be worth being a tapped land.
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.
Even if you never cast a creature with ninjutsu, you can scry off of Mothdust Changeling and Arcane Adaptation, and upon further consideration, Snapcaster Mage, Spellseeker, Wingcrafter, Tetsuko Umezawa, Fugitive, and Invisible Stalker are humans. With bouncing to hand, you can get multiple turns of scry 1 from one card. I don't mean to suggest it's an immense upside that would wildly change the deck, but the floor on the card is swapping a basic for a guildgate, and the ceiling is a few free scrys in a deck that explicitly likes to scry.
Hmm. I'll actually think hard about this one given the deck's current state.
ETB tapped lands are generally problematic, but playing it on the first turn is potentially acceptable. Testing should tell how much better it is than the temple.
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.
---
Current Commanders: Derevi, Empyrial Tactician (coming soon) | [Primer] Sedris, the Traitor King | Maelstrom Wanderer | Najeela, the Blade Blossom | Yuriko, the Tiger's Shadow
---
Retired Commanders: [Primer] Jenara, Asura of War | [Primer] Ghave, Guru of Spores | Freyalise, Llanowar's Fury | Saskia the Unyielding | Sydri, Galvanic Genius
Simply put, Yuriko doesn't like taplands, because the whole yuriko thing is getting your free cards and round-table damage from turn 2. So if we DO play a tapland, it has to be a large payoff. Occasionally getting a scry 1 off of coincidental type shares like "human"? Let's not. Yes, scry has some use in Yuriko. But what would be even better, or really just "good enough", is stuff like Scroll rack or Top.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
So then what's your opinion of Temple of Deceit and Halimar Depths? I don't know exactly the weight of a tapped land, I'm not a Yuriko player, I'm here in theory mostly. But this decklist has taplands. One in particular scrys once as an etb. Path of Ancestry almost certainly scrys once (14 creatures match type, and Arcane Adaptation, and can be manipulated into scrying more, effectively every turn if you want to.
I think I cut Halimar Depths quite a while ago and Temple of Deceit is on the way to being cut. The only reason why temple is not cut yet is because it fixes both colors (and the deck still needs more fixing lands) and the others either don't bottom bad cards or don't always reliably manipulate.
Once I get the satisfactory amount of dual land fixing, I won't have any ETB tapped lands in this list. Basically, I need another Sunken Ruins...
Lastly, most of the new ninjas are great. I won't be running the one that copies itself because of its cheat-in cost but the others I'll definitely try. I'm normally loath on running 4-drop ones but the ceiling seems pretty high on that one.
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.
The other new ninjas don't really wow me over much.
Prismatic Vista is another easy inclusion for a new card. Deck thinning, shuffle effect, find the colour you need, etc.
---
Current Commanders: Derevi, Empyrial Tactician (coming soon) | [Primer] Sedris, the Traitor King | Maelstrom Wanderer | Najeela, the Blade Blossom | Yuriko, the Tiger's Shadow
---
Retired Commanders: [Primer] Jenara, Asura of War | [Primer] Ghave, Guru of Spores | Freyalise, Llanowar's Fury | Saskia the Unyielding | Sydri, Galvanic Genius
- Prismatic Vista - No explanation needed here
- Faerie Seer - Utterly busted evasive 1 drop for ninjas
- Ingenious Infiltrator - Better than Deep-Hours
- Changeling Outcast - Utterly busted evasive 1-drop for ninjas
- Fallen Shinobi - The damage trigger has a very high ceiling despite costing 4 mana to sneak in. Notably, it can play lands
- Azra Smokeshaper - 2 mana ninjutsu. Probably the only other ninjutsu ninja I have space for in the deck
- Phantom Ninja - Unblockable. Requires no setup.
Cards that are big MAYBES
- Smoke Shroud - Coming back for free is huge. If I need extra evasion, first to consider. Discarding this to hand size sounds awesome.
Cards that won't make it
Mist-Syndicate Naga: I won't always have the mass evasion needed to make this insane.
Ninja of the New Moon: 4-mana for extra combat damage not needed.
Throatseeker - This won't gain that much life
Moonblade Shinobi - I don't need the 1/1 flyer on damage that much, especially if I got to sneak this in to begin with.
Cunning Evasion - Not really needed. You have better ways to help the ninjas through.
Six nonland cards is a lot. I got my work cut out for me.
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.
https://archidekt.com/decks/63232#IRL:_Ninjitsu
Adding the following from Modern Horizons:
Maybe a lot, but the attraction of Yuriko was always ninja tribal for me, not the actual card. I agree with you on Throatseeker and Cunning Evasion, both aren't good enough.
Current want list for the deck Sensei's Divining Top, Discovery/Dispersal, Rags/Riches. Any other suggestions?
- Phyrexian Tower (Actually not needed. Also colorless sources REALLY suck here)
- Cavern Harpy (Holding a ninja enabler is better than losing tempo by playing this card)
- Spire Owl (I'm replacing it with something cheaper and better)
- Triton Shorestalker (also replacing this with something better)
- Elder Deep-Fiend (It costs a lot for what is essentially a limited reactive play.
- Reality Shift (I'm doing a slight... shift towards less costly (in mana) removal
- Xenograft (with more ninjas, this card isn't actually necessary)
- Halimar Depths (This card is not worth having it enter tapped. Even the temple will get cut someday)
- Strip Mine (This is only here for maze, and now you have more ways of overcoming maze. Chasm isn't an issue if you can attack someone else as it doesn't prevent loss of life)
I am going down to a pretty dangerously low 32 lands, but this deck runs on so little mana and carries so much draw and manipulation to find them. Also you never want to flip too many lands unless you need to hit land drops.
+ Azra Smokeshaper (2 mana ninjutsu)
+ Prismatic Vista (fetch for either color)
+ Faerie Seer (Utterly busted 1-drop enabler for ninjas)
+ Changeling Outcast (Utterly busted 1-drop enabler for ninjas) - This card I believe should also make Higure much better as a means of recovering from setbacks.
+ Fallen Shinobi (Getting two cards is insane value, even if it is a 4-drop)
+ Ingenious Infiltrator (draws a metric ton of cards)
+ Phantom Ninja (requires no setup)
+ Smoke Shroud (This card I think is the best evasion aura due to it automatically coming back. The ideal scenario is to discard it to hand size early)
+ Force of Despair (More free removal)
+ River of Tears (Not the best dual, but still barely better than Sunken Ruins and always taps for blue except on turns 1 and 2)
The addition of more ninjas and free spells is a godsend for this deck. Between paying for enablers and ninja costs, you often don't have much mana to hold up for responses, but you can usually spare a card or two.
I am also looking into getting a Force of Negation as an alternative to regular Negate for this deck.
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.
- Negate: Replacing with better card.
- Toxic Deluge: You are fast enough that boardwiping yourself is bad unless you can re-establish tempo faster than your opponents. More often than not, they will be the ones who are forced to wipe your board. Nonetheless, you sometimes need to clear away blockers, and alternative choices are more effective at it.
- Dimir Signet
- Talisman of Dominance: With the new Modern Horizons cards tested, I found that you can consistently throw ninjas around via extra 1 drops that are immensely more effective than what we had previously, lessening the need to play these on turn 3.
+ Spectral Sailor: Flash is often better than haste in this deck and this allows you to not skip a combat step if a wipe does go through.
+ Force of Negation: Pitches for a free counter.
+ Wash Out: Actually pretty effective at clearing boards without hurting your own. Hopefully you won't need to name blue.
+ Karn's Temporal Sundering: I threw in an extra turn back in here because the deck is significantly less reliant upon chaining them now, and the bounce is quite relevant in this deck over the other options. I could try Temporal Manipulation if I find one for a decent price.
+ Cyclonic Rift: It is... in case I hit seen mana. I actually like this less than Wash Out.
Maybe I want room for a Dismember as well...
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.
- Azra Smokeshaper - Replacing with something better
- Misdirection - Actually fails to do meaningful impact far too often
- Arcane Denial - Replacing with something better
- Temple of Deceit - ETB tapped land
+ Mist-Syndicate Naga - Was skeptical at first, but in practice gets completely out of control if not stopped quickly.
- Dismember - 1 mana is good.
- Swan Song - The downside is very real in this deck but stopping a wipe is worth it
- Underground River - Does NOT etb tapped.
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.
I was wondering if you tested the new tutor Scheming Symmetry and what you think about it.
It looks like it is worth its downside, but havent tried yet.
Not to mention how it works with Fallen Shinobi
Brilliant!
One thing that's been helping me is haste creatures such as Reckless Imp, Nether Traitor and Gurmag Swiftwing. Just something to consider.