I played the deck today and only once, but it won by taking 4 extra turns in a row. I was so very flabbergasted by how it won (not in a good way) that I opted not to play the deck the rest of the evening.
Why were you flabbergasted in a bad way? (That sounded awesome..)
I'm wondering if 3 Fetches, or 2, is the right number.. Kinda want to squeeze River of Tears in (because it's pretty, and helps casting Nether Traitor early).. (or a 7th Island.)
My Deck is almost "finalized," but I want to squeeze Cavern Harpy in somehow.. (is it worth it?) These are the Cards on the chopping block:
Ever considered adding Blade of Selves? Equipping an unblockable creature with it lets you drop more ninjas off of ninjutsu (or getting value from all of the creatures that have an enter the battlefield trigger).
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I could barely even squeeze Demonic Tutor into my Deck.. How on earth am I going to make room for Personal Tutor and/or Imperial Seal?? 'xD
I think I have enough Tutors.. Not every Black Deck needs to have unGodly amounts of Tutors.. lol.
(Do you guys think that either of those are better than Demonic Tutor?)
I'd guess Vamp and Mystical is the best ones here, but if you already got both then its a matter of taste which ones you want after that. I like Diabolic and Personal due to being less common cards, but I might end up running all 5 tutors eventually (no seal though, haha).
I got around to ordering the core of the deck and will start playtesting once everything's arrived.
I'd run 7 fetches if I owned that many, but since I only got two that is what I'll be running since there's a bunch of cards I have higher priority of getting than fetches.
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Rollback Post to RevisionRollBack
UG Arixmethes Combo UGR Wanderer UGB Tasigur Control URB Jeleva Storm RW Gisela Control
I didn't like how the best option was literally to chain tutors and combat steps and just win out of literally nowhere with all the extra turn cards in the deck.
Generally when I build a deck I prefer for it to resist counterplay rather than being completely immune to it without cheap counterspells.
Nonetheless, my personal style is still to generally make spot removal as unappealing of an option as possible. This is why I've been avoiding the equipment. I literally need to start focusing on staying alive while doing damage by my fifth land drop.
Agree with the chaining tutors into extra turns feels so good and so bad at the same time
While it was cool getting a yuriko trigger with other ninjas to flip an expropriate + temporal trespass for 20 dmg to each player (killing two players) and then casting those back to back, I don't know how much longer I'll keep the deck together since the game plan is simplistic and convoluted at the same time.
Basically every game is looking like Unblockable + tutor something to top of your library + yuriko trigger + dmg + extra turn + repeat which I don't know how it'll hold up over time.
Podcast Commander Time put together a sweet Doomsday combo that's a bit of a stretch to pull together but you get 5 unblockables + yuriko + doomsday + stack Draco and the Eldrazi Titans + swing + reveal those 5 cards and do 60+ dmg to each player.
Yeah, I'm more on the team of not tutoring like a madman. One or two, maybe, but otherwise it's just the same gameplay every time and it may make the deck strong, but it saps the fun. Kinda like playing sisay. Also, the fun for me is in getting the gamble of a good top deck damage card. But y'all play how you wanna.
Haha, I know what you mean about the extra turns thing. That's why I ended up neutering my Narset deck, it just turned into solitaire as soon as she attacked. I'm only running Temporal Trespass and Temporal Mastery in my brew because I need to take that temptation away, or else I'll just proceed to bounce spells like that back to my hand and then horribly abuse them.
Side note, I recently played the quickest ninja game I think I'll ever experience.
T1 - Land + Ornithopter.
T2 - Land + Ninja'd in Yurkio for Ornithopter, she flipped Higure, the Still Wind, slapping the table for 5, replayed Ornithopter.
T3 - Land + Ninja'd in Mistblade Shinobi for Ornithopter and Yuriko had a free hit without blockers, blind flipped Temporal Trespass & Commit to Memory to dome the table for 21 damage. Replayed Ornithopter. Played my scroll rack and cackled.
T4 - No land, no worries. Go for the throat to remove blocker, scroll rack for excessive victory.
Unfortunately I think the likelihood of ever getting that explosive a draw so early is infinitesimally small.
Haha, I know what you mean about the extra turns thing. That's why I ended up neutering my Narset deck, it just turned into solitaire as soon as she attacked. I'm only running Temporal Trespass and Temporal Mastery in my brew because I need to take that temptation away, or else I'll just proceed to bounce spells like that back to my hand and then horribly abuse them.
Side note, I recently played the quickest ninja game I think I'll ever experience.
T1 - Land + Ornithopter.
T2 - Land + Ninja'd in Yurkio for Ornithopter, she flipped Higure, the Still Wind, slapping the table for 5, replayed Ornithopter.
T3 - Land + Ninja'd in Mistblade Shinobi for Ornithopter and Yuriko had a free hit without blockers, blind flipped Temporal Trespass & Commit to Memory to dome the table for 21 damage. Replayed Ornithopter. Played my scroll rack and cackled.
T4 - No land, no worries. Go for the throat to remove blocker, scroll rack for excessive victory.
Unfortunately I think the likelihood of ever getting that explosive a draw so early is infinitesimally small.
Assumptions based on your post:
If you're running 36 lands,
- assuming 18 lands giving U and 18 lands giving B
- since both Yuriko and Higure were ninjutsu'd, that means that the initial 3 lands in the hand were 2 lands giving U and one giving B
- dual lands are ignored for sake of calculation and argument (and for simplification purposes)
Your opening hand had to have been:
- the 3 aforementioned lands
- Ornithopter
- Mistblade Shinobi
- Go for the Throat
- Scroll Rack
In order to calculate the aforementioned opening hand, hypergeometric probability is needed:
- probability of getting 2 lands that produce U: 0.26
- probability of getting 1 land that produces B: 0.39
- probability of getting Ornithopter, Go for the Throat, Scroll Rack, and Mistblade Shinobi: (7/99)^4
Therefore, the probability of having said opening hand in that match is: 0.000253%.
The card you drew the first turn could have been either Scroll Rack or Go for the Throat, but for sake of simplification, these are assumed to have been in your opening hand, thus allowing the event described in your post. For the moment that first card drawn is assumed to be any of the 92 remaining cards in the deck (but not Higure, the Still Wind, Temporal Trespass or Commit // Memory). Additionally, the cards drawn in either of those turns could not have been these. So an array of specific cards had to have been on the top of the deck giving the probability of occurrence:
(89/92)×(88/91)×(1/90)×(87/88)×(1/87)×(1/86) = 0.000137%
Assuming my math isn't wrong, the probability of your epic beginning is: = 0.000000000347%
I wouldn't call that infinitesimally small, but yeah, it's pretty freaking small. It's about 3 in 1 trillion.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
In place of cards I plan on cutting, I'll be testing Key to the City and something else. Key seems like the best of the options because you pay 0 mana to make stuff unblockable and in the best of scenarios you simply discard a card that you would have discarded to hand size anyway.
Played another game today with a list similar to the the author's and it was pretty sweet. Flipping commit//memory is always fun and Lim-dul's Vault is insane in this deck.
I do like flipping extra turn cards for damage and seeing if I can win by not casting them at all.
Deck is fun but I'll probably replace another extra turn card with worst fears. I also placed in a Emrakul, the Promised End
I will probably keep playing this until the groans at the table become super loud lol. This deck is easily going to get kill on sight status I bet.
I played some games. Interesting observations on certain cards.
Devastation Tide is pretty meh when you can't miracle it, but really quite good when you do. Not surprising. Coastal breach in 5 player games is backbreaking considering how quickly you redeploy stuff. I'd probably still play it over a fused far//away because it does set people back a lot of tempo when used right.
Assuming my math isn't wrong, the probability of your epic beginning is: = 0.000000000347%
I wouldn't call that infinitesimally small, but yeah, it's pretty freaking small. It's about 3 in 1 trillion.
So what you're saying, is that I should totally buy a lotto ticket. Either that, or that I've used up all my luck ever and shouldn't take chances crossing the road haha.
Has anyone tried out Diabolic Vision yet? I'll probably cut Serum Visions to test it out sometime over the weekend. Also, if you can get your hands on it, I highly recommend Minamo, School at Water's Edge. Allows Yuriko to appear in a flash, take the hit, and disappear in a cloud of smoke, only to come in swinging very next turn.
Assuming my math isn't wrong, the probability of your epic beginning is: = 0.000000000347%
I wouldn't call that infinitesimally small, but yeah, it's pretty freaking small. It's about 3 in 1 trillion.
So what you're saying, is that I should totally buy a lotto ticket. Either that, or that I've used up all my luck ever and shouldn't take chances crossing the road haha.
Pretty much, yeah Although that is the probability of that particular outcome, getting similar plays with Yuriko is not that improbable. Instead of a turn 1 Ornithopter into a turn 2 Yuriko, you could have just as easily had a turn 1 unblockablecreature and had the other cards revealed with Yuriko to be high CMC cards. I could probably do the math for those situations later on, but with a well-tuned deck it shouldn't be so unlikely. In fact, with enough cards, you can get an awesome hand to do this since Yuriko is the commander and thus guaranteed to be recurrable.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I've been thinking, and I noticed that every time I play this game, the game is completely warped by its presence.
I went with a non extra turns route and it still almost won. If I didn't get 2 mana sources nuked early on I still would have won.
I might just shelve it and use it for playgroups that are suited for it.
It warps the game harder than Xenagod and I've been building that deck for three years now.
Yuriko is very powerful. I got groans on my second game with it, because they'd seen how awful it got. I'd also started that game with an explosive ornithopter turn 1. I feel bad playing it now, so I think I'll keep it for new groups, to laugh at, then shuffle a new game and play for real. Funny because I haven't even gotten her real card yet, and she's retired...
I had a really insane turn where I tutored for a Force, flashed in a Snapcaster to Brainstorm and put a Temporal Mastery on top of my Deck (under another Card that'd be pulled with Yuriko, since she doesn't trigger Miracle,) Ninjutsu'd Student to copy a Cloud of Faeries to make it free, ALL while being in response to a Yuriko trigger.. lol.
Still lost though, because Nevinyral's Disc is op (and we were only battling for 2nd, anyway, since we'd already lost to Storm the Turn before.. 'xD)
Hypnotic Siren is amazing imo; it was a crucial piece for me to get an early Ninjutsu in, and then being able to Bestow it on my Opponents Commander knowing they were a Color that struggled w/ that.. (Sadly the Hypnotic got Countered, and we ultimately lost to his Commander making him go infinite.. It was Momir.)
So far I don't feel like it's too overpowered, and definitely not CEDH material. As for how casual it is, I'd say it's closer to competitive.. I think it might be slightly weaker than my main Muldrotha Deck (albeit with a lot more interaction and protection, and possibly even faster in the right circumstance.. Will have to play some more to find out.) But I have been having a blast with it so far.
The only thing I've ever done with Higure in the games I had him in Hand.. (Even with AA on Board) Was to Exile him to Commandeer.. 'xD
Teferi's Veil has been really nice, for protecting my crew from Damnations (even Fleshbags) and such; while it doesn't protect things right away, and can feel pointless when you drop it, it's an insurance policy that can pay for itself when you need it most.
Blinkmoth is amazing, period. As is Hypnotic Siren (the only 1-CMC Enabler I run other than Stormtamer.) Being able to Ninjutsu early-game, then Bestow to steal a Commander, nearly permanently if they struggle to deal with Enchantments, is a HUGE blowout!
(Edit: I'm trying to post something else, but it keeps saying "temporarily unable to post non latin unicode characters.. But I'm not using any?? o_0)
Got a couple of games in. I'm definitely thinking about running Hypnotic Siren because 7cmc isn't a huge stretch. The main problem I find is not having enough time to do everything because I draw too much attention.
I also really need to get 2 connections in a turn at a certain point to have a reasonable chance of winning a game. One a turn I've frequently been finding is not enough.
One thing I dislike, and have found myself in the situation many times, is having to Tutor.. FOR a Tutor.. o_0 (Spellseeker/Mystical->Demonic/Diabolic, JUST SO that I can get an Arcane Adaptation effect into my Hand..) I'd be tempted to run Unnatural Selection, if having extra Mana to be able to pay for the activation wasn't a problem (Mana usage can be really tight, even when you manage to get to 7+.)
I've had a few wins with the Deck so far, most, if not all, of my losses were to super Competitive Decks (so I feel like Yuriko is a lot more competitive than I originally expected, but definitely not "Turn 3" material; what's nice about Yuriko, is that opponents don't feel bad losing to it, since it has interaction/"needs" Opponents, whereas most cEDH Decks just.. "play with themselves," lol.)
We were all losing to the Meren player who had a ton of Lands, Meren, Ashnod's, and even a Palakka Wurm to gain life.. And there was an Arcadis player with a bunch of Walls.. Life totals were rather high-ish. My only hope to shut down the Arcadis player, was to use the Hypnotic Siren I had ninjutsu'd back to my hand earlier in the game, with the sole goal of stealing Arcadis permanently..
BUT, I miscounted my Ninjas and thus thought I had more Yuriko triggers than I expected, so when I put an Island 4th from the top via an Owl, I expected to have it... So I was 1 Land short of casting the Siren for many turns.. lol. So without being able to steal Arcadis.. that player attacked me with most of his Walls, dropping me down all the way to 1.. (Ironically I drew a Vampiric Tutor, which I couldn't even cast without killing myself.. lol.) So, expecting to die, I just wanted to do as much damage with Yuriko as I could, so I swung with all my dudes, and then did some Brainstorming with the triggers on the stack, but after much waffling, I decided NOT to do as much damage as possible (since the player with the most life was the Arcadis player who tried to kill me, so I didn't want to kill the other players, to give them a chance to kill the Arcadis player instead.. ;P)
So, my dudes were protected by Teferi's Veil because I attacked, Yuriko only hit for like 5 Damage, and the Meren player cast Damnation clearing Arcadis' board, then recast Meren (I guess he forgot to attack me with Meren first? lol.) Arcadis player just recasts their Commander and passes. I FINALLY draw that Island I had mistakenly put too far from the top and can finally make good on my promise to make him "regret attacking me." >:P So I Bestow Hypnotic Siren stealing Arcadis, aaaand.. he scoops. Other Opponent who was Manascrewed all game also scoops to speed things up.
Now it's just me, and Meren. Meren player attacks with Meren to force me to chump my Yuriko so it goes back to Command Zone, tries to cast a Pernicious Deed to clear my board, which I Commandeer (pitching a Nexus of Fate, of all things) and brings back a Caustic Caterpillar (I assume to get rid of Arcane Adaptation which makes my dudes Ninjas.) So now it's my turn, I cast Time Warp, no responses, attack, Ninjutsu Yuriko. Pass the turn.. to myself. Snapcaster+Timewarp, lol. I attack with Yuriko and another "Ninja," they chump block 1, but NOT both (not sure why, maybe they wanted a Blocker for my turn after that?) But it didn't matter, because I lucked out and "topdecked" a Treasure Cruise flip off of Yuriko, hitting them for 8, when they were at 7!
Now that I think back, the "mistake" of putting the Island that far down, actually led to this chain of events that resulted in the Arcadis players' board being cleared, and freeing up the potential for psychological damage forcing them to scoop.. That mistake may have won me the game? lol.
PS. I feel like I might need more Sac Outlets for Yuriko, for when I don't have an AA effect. Maybe I should cut Higure for a Cavern Harpy or Viscera Seer (tempted to get Viscera Seer, since I could sac her in response to steal effects.)
I agree that this deck needs viscera seer. It’s cheep and relevant early and late game, is a great ninja enabler for the general via sack and scry is very relevant for the deck!
Also have people considered standardize? Again a cheep surprise ninja enabler that is more directly tutorable with spellseeker!???
Why would a sac outlet be particularly good in this deck? And I'm currently building thisdeck with a Doomsday package, with Emrakul, the Promised End and Nexus of Fate (as much as its existence leaves a bad taste in my mouth).
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
I'm wondering if 3 Fetches, or 2, is the right number.. Kinda want to squeeze River of Tears in (because it's pretty, and helps casting Nether Traitor early).. (or a 7th Island.)
My Deck is almost "finalized," but I want to squeeze Cavern Harpy in somehow.. (is it worth it?) These are the Cards on the chopping block:
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)
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I'd guess Vamp and Mystical is the best ones here, but if you already got both then its a matter of taste which ones you want after that. I like Diabolic and Personal due to being less common cards, but I might end up running all 5 tutors eventually (no seal though, haha).
I got around to ordering the core of the deck and will start playtesting once everything's arrived.
I'd run 7 fetches if I owned that many, but since I only got two that is what I'll be running since there's a bunch of cards I have higher priority of getting than fetches.
UGR Wanderer
UGB Tasigur Control
URB Jeleva Storm
RW Gisela Control
Generally when I build a deck I prefer for it to resist counterplay rather than being completely immune to it without cheap counterspells.
Nonetheless, my personal style is still to generally make spot removal as unappealing of an option as possible. This is why I've been avoiding the equipment. I literally need to start focusing on staying alive while doing damage by my fifth land drop.
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.
While it was cool getting a yuriko trigger with other ninjas to flip an expropriate + temporal trespass for 20 dmg to each player (killing two players) and then casting those back to back, I don't know how much longer I'll keep the deck together since the game plan is simplistic and convoluted at the same time.
Basically every game is looking like Unblockable + tutor something to top of your library + yuriko trigger + dmg + extra turn + repeat which I don't know how it'll hold up over time.
Podcast Commander Time put together a sweet Doomsday combo that's a bit of a stretch to pull together but you get 5 unblockables + yuriko + doomsday + stack Draco and the Eldrazi Titans + swing + reveal those 5 cards and do 60+ dmg to each player.
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.
Side note, I recently played the quickest ninja game I think I'll ever experience.
T1 - Land + Ornithopter.
T2 - Land + Ninja'd in Yurkio for Ornithopter, she flipped Higure, the Still Wind, slapping the table for 5, replayed Ornithopter.
T3 - Land + Ninja'd in Mistblade Shinobi for Ornithopter and Yuriko had a free hit without blockers, blind flipped Temporal Trespass & Commit to Memory to dome the table for 21 damage. Replayed Ornithopter. Played my scroll rack and cackled.
T4 - No land, no worries. Go for the throat to remove blocker, scroll rack for excessive victory.
Unfortunately I think the likelihood of ever getting that explosive a draw so early is infinitesimally small.
Assumptions based on your post:
If you're running 36 lands,
- assuming 18 lands giving U and 18 lands giving B
- since both Yuriko and Higure were ninjutsu'd, that means that the initial 3 lands in the hand were 2 lands giving U and one giving B
- dual lands are ignored for sake of calculation and argument (and for simplification purposes)
Your opening hand had to have been:
- the 3 aforementioned lands
- Ornithopter
- Mistblade Shinobi
- Go for the Throat
- Scroll Rack
In order to calculate the aforementioned opening hand, hypergeometric probability is needed:
- probability of getting 2 lands that produce U: 0.26
- probability of getting 1 land that produces B: 0.39
- probability of getting Ornithopter, Go for the Throat, Scroll Rack, and Mistblade Shinobi: (7/99)^4
Therefore, the probability of having said opening hand in that match is: 0.000253%.
The card you drew the first turn could have been either Scroll Rack or Go for the Throat, but for sake of simplification, these are assumed to have been in your opening hand, thus allowing the event described in your post. For the moment that first card drawn is assumed to be any of the 92 remaining cards in the deck (but not Higure, the Still Wind, Temporal Trespass or Commit // Memory). Additionally, the cards drawn in either of those turns could not have been these. So an array of specific cards had to have been on the top of the deck giving the probability of occurrence:
(89/92)×(88/91)×(1/90)×(87/88)×(1/87)×(1/86) = 0.000137%
Assuming my math isn't wrong, the probability of your epic beginning is: = 0.000000000347%
I wouldn't call that infinitesimally small, but yeah, it's pretty freaking small. It's about 3 in 1 trillion.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Still looking for that Chrome Mox and Blinkmoth Nexus
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 do like flipping extra turn cards for damage and seeing if I can win by not casting them at all.
Deck is fun but I'll probably replace another extra turn card with worst fears. I also placed in a Emrakul, the Promised End
I will probably keep playing this until the groans at the table become super loud lol. This deck is easily going to get kill on sight status I bet.
Devastation Tide is pretty meh when you can't miracle it, but really quite good when you do. Not surprising. Coastal breach in 5 player games is backbreaking considering how quickly you redeploy stuff. I'd probably still play it over a fused far//away because it does set people back a lot of tempo when used right.
Valakut, the Molten Pinnacle is literally the most horrifying card for this deck to face.
I was the target of 3 of the 4 targets off of a turn 4 (for me) Decimate and I still almost won the game. Deck is very fast.
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.
Has anyone tried out Diabolic Vision yet? I'll probably cut Serum Visions to test it out sometime over the weekend. Also, if you can get your hands on it, I highly recommend Minamo, School at Water's Edge. Allows Yuriko to appear in a flash, take the hit, and disappear in a cloud of smoke, only to come in swinging very next turn.
Pretty much, yeah Although that is the probability of that particular outcome, getting similar plays with Yuriko is not that improbable. Instead of a turn 1 Ornithopter into a turn 2 Yuriko, you could have just as easily had a turn 1 unblockable creature and had the other cards revealed with Yuriko to be high CMC cards. I could probably do the math for those situations later on, but with a well-tuned deck it shouldn't be so unlikely. In fact, with enough cards, you can get an awesome hand to do this since Yuriko is the commander and thus guaranteed to be recurrable.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I went with a non extra turns route and it still almost won. If I didn't get 2 mana sources nuked early on I still would have won.
I might just shelve it and use it for playgroups that are suited for it.
It warps the game harder than Xenagod and I've been building that deck for three years now.
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.
Still lost though, because Nevinyral's Disc is op (and we were only battling for 2nd, anyway, since we'd already lost to Storm the Turn before.. 'xD)
Hypnotic Siren is amazing imo; it was a crucial piece for me to get an early Ninjutsu in, and then being able to Bestow it on my Opponents Commander knowing they were a Color that struggled w/ that.. (Sadly the Hypnotic got Countered, and we ultimately lost to his Commander making him go infinite.. It was Momir.)
So far I don't feel like it's too overpowered, and definitely not CEDH material. As for how casual it is, I'd say it's closer to competitive.. I think it might be slightly weaker than my main Muldrotha Deck (albeit with a lot more interaction and protection, and possibly even faster in the right circumstance.. Will have to play some more to find out.) But I have been having a blast with it so far.
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)
- Vexing Scuttler
+ Blinkmoth Nexus
+ Chrome Mox
When I get the chance to play this deck, I will test Key to the City.
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.
Teferi's Veil has been really nice, for protecting my crew from Damnations (even Fleshbags) and such; while it doesn't protect things right away, and can feel pointless when you drop it, it's an insurance policy that can pay for itself when you need it most.
Blinkmoth is amazing, period. As is Hypnotic Siren (the only 1-CMC Enabler I run other than Stormtamer.) Being able to Ninjutsu early-game, then Bestow to steal a Commander, nearly permanently if they struggle to deal with Enchantments, is a HUGE blowout!
(Edit: I'm trying to post something else, but it keeps saying "temporarily unable to post non latin unicode characters.. But I'm not using any?? o_0)
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 also really need to get 2 connections in a turn at a certain point to have a reasonable chance of winning a game. One a turn I've frequently been finding is not enough.
Mass bounce has been pretty nice though.
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've had a few wins with the Deck so far, most, if not all, of my losses were to super Competitive Decks (so I feel like Yuriko is a lot more competitive than I originally expected, but definitely not "Turn 3" material; what's nice about Yuriko, is that opponents don't feel bad losing to it, since it has interaction/"needs" Opponents, whereas most cEDH Decks just.. "play with themselves," lol.)
BUT, I miscounted my Ninjas and thus thought I had more Yuriko triggers than I expected, so when I put an Island 4th from the top via an Owl, I expected to have it... So I was 1 Land short of casting the Siren for many turns.. lol. So without being able to steal Arcadis.. that player attacked me with most of his Walls, dropping me down all the way to 1.. (Ironically I drew a Vampiric Tutor, which I couldn't even cast without killing myself.. lol.) So, expecting to die, I just wanted to do as much damage with Yuriko as I could, so I swung with all my dudes, and then did some Brainstorming with the triggers on the stack, but after much waffling, I decided NOT to do as much damage as possible (since the player with the most life was the Arcadis player who tried to kill me, so I didn't want to kill the other players, to give them a chance to kill the Arcadis player instead.. ;P)
So, my dudes were protected by Teferi's Veil because I attacked, Yuriko only hit for like 5 Damage, and the Meren player cast Damnation clearing Arcadis' board, then recast Meren (I guess he forgot to attack me with Meren first? lol.) Arcadis player just recasts their Commander and passes. I FINALLY draw that Island I had mistakenly put too far from the top and can finally make good on my promise to make him "regret attacking me." >:P So I Bestow Hypnotic Siren stealing Arcadis, aaaand.. he scoops. Other Opponent who was Manascrewed all game also scoops to speed things up.
Now it's just me, and Meren. Meren player attacks with Meren to force me to chump my Yuriko so it goes back to Command Zone, tries to cast a Pernicious Deed to clear my board, which I Commandeer (pitching a Nexus of Fate, of all things) and brings back a Caustic Caterpillar (I assume to get rid of Arcane Adaptation which makes my dudes Ninjas.) So now it's my turn, I cast Time Warp, no responses, attack, Ninjutsu Yuriko. Pass the turn.. to myself. Snapcaster+Timewarp, lol. I attack with Yuriko and another "Ninja," they chump block 1, but NOT both (not sure why, maybe they wanted a Blocker for my turn after that?) But it didn't matter, because I lucked out and "topdecked" a Treasure Cruise flip off of Yuriko, hitting them for 8, when they were at 7!
Now that I think back, the "mistake" of putting the Island that far down, actually led to this chain of events that resulted in the Arcadis players' board being cleared, and freeing up the potential for psychological damage forcing them to scoop.. That mistake may have won me the game? lol.
PS. I feel like I might need more Sac Outlets for Yuriko, for when I don't have an AA effect. Maybe I should cut Higure for a Cavern Harpy or Viscera Seer (tempted to get Viscera Seer, since I could sac her in response to steal effects.)
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 have people considered standardize? Again a cheep surprise ninja enabler that is more directly tutorable with spellseeker!???
To get Yuriko back in the command zone so she can be ninjutsued in on the back of one of your unblockables.
[Primer] Erebos, God of the Dead
HONK HONK
(Also known as Xenphire)