- 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.
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.
The deck is pretty solid. Maybe I'd want more sac outlets personally, but even in my build closest to this one I'm a little bit short on them. You care less about what the opponent is trying to do to overpower you when you can continuously keep the board clear of creatures until someone deals with your stuff.
I never expect them to print cards that go so well into my decks, but they do.
More modular creatures. Scrapyard Recombinator can get Metalworker and 4 other artifact creatures out of my deck, all while coming back every turn after saccing it to something or itself.
- 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.
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.
More modular creatures. Scrapyard Recombinator can get Metalworker and 4 other artifact creatures out of my deck, all while coming back every turn after saccing it to something or itself.
Sounds totally fair....
In modern, getting worker and the XX cards seems good enough.
Hey, those of us with Ancient Tomb addiction... We're quite used to the consequences.
Sure, you can't protect your stuff during your own turn, but it stops an awful lot of stuff.