- Jund Panorama
- Terminal Moraine
- Warped Landscape
- Myriad Landscape
- Blighted Woodland
- Blighted Fen
- Font of Fertility
- Seal of Primordium
- Seal of Doom
- All is Dust
- Oath of Nissa (can't legend rule it like you can in Standard right now, but this sort of thing tends to get swept up in Austere Commands and whatnot)
- Oath of Liliana (ditto)
- Garruk Wildspeaker
Mutavault would be fine here as well but if you don't own one already it's probably not worth the price-tag for this deck.
1
In general, just look for lower impact cards that serve a purpose that a lot of other cards also serve. Hope that helps!
1
All of those cards look like they'd work quite well. I've actually been considering finding a spot for Skyline Despot. The big token production plus another way to get the crown back seems like it would work well in my list. I hadn't thought about Tyrant's Familiar or Bastion Protector, but I might try to test them at some point.
1
1
Introduction and History
When it comes to choosing a favorite color to play on its own, for me the choice is easy. I am a blue player through and through. There's good reason why blue has always had a reputation for being the strongest color in magic: an unrivaled ability to interact with the stack, disruption in multiple forms, and even some big beaters, blue has it all. Funnily enough, my favorite guild (Golgari) doesn't have any blue in it, but when it comes to mono-color, I'm a blue girl.
I've had a number of different versions of a mono-blue EDH deck over the years, but no deck really jived with me. Before Higure, my longest-lived blue deck was Braids, Conjurer Adept, but she felt like too much craziness without enough actual strength. Two aspects of my magic personality led me to Higure, the Still Wind: I like to build commanders and strategies that aren't commonly seen and I am a huge fan of the Kamigawa block. It's two parts passion for the art and flavor, and one part nostalgia because that was my first set, but I always try to include at least one card from the block in each deck I build. So one day I got the idea to build Higure, and this deck was born. At first, it was a pretty straight-forward mono-blue control deck: lots of counters and bounce spells, and no real win-con aside from making people frustrated and repeated attacks from my creatures. It wasn't until I started looking into the legacy deck High Tide and started watching Feline Longmore's matches that I got the idea to center this around High Tide. This is also the origin of the deck's name, Ninja Tide.
There are two important things you need to know about this deck. First of all, there just isn't enough support for ninja tribal. This is not a ninja tribal deck. There are ninjas in the deck (including the commander, there are 5 ninjas in the deck, every mono-blue non-changeling ninja), but it's not really a tribal deck in any way. Second of all, by using Higure, this can probably never be the best it could be. Usually this deck wins through High Tide and Laboratory Maniac. This is neither the best High Tide deck (that would probably be Jace, Vryn's Prodigy) or the best lab maniac deck (Azami, Lady of Scrolls). But we're not here to be the best deck. We're here to be the best ninja.
As far as the meta in which I've tested this deck, I play mostly multiplayer, and some 1v1 (not Duel Commander). I play at a weekly league at my LGS, so my meta is fairly diverse. Common decks I play against are: Krenko, Mob Boss, Marath, Will of the Wild, Alesha, Who Smiles at Death, Purphoros, God of the Forge, Prime Speaker Zegana, Karador, Ghost Chieftain, Ezuri, Claw of Progress and Dakkon Blackblade
Why Higure?
As I explained in the introduction, this deck could run someone other than Higure and would probably be more competitive. But if you wanted a cutthroat, competitive mono-blue list, you wouldn't be reading about Higure in the first place, would you? No, there aren't enough ninjas to support ninja tribal. And no, the Ninjitsu ability isn't even usable from the command zone. But a tutor on a commander, even if there are only a few targets, is always a plus. And, as I'll explain later, there's a lot more to Higure then just tutoring a few ninjas.
I should also add that, when playing this deck, I often hear "oh, cool, by playing Higure, you slip under the radar, because people aren't expecting a combo deck." While this is a cute reason to play Higure, the problem is it only works once. So, while the first time you sit down at a table, people will be confused, I really don't think hiding behind an unassuming commander is a real strategy.
You might like Higure if...
You might not like Higure if...
The Blue Competition
The List
1 Blue Sun's Zenith
1 Brain Freeze
1 Brainstorm
1 Capsize
1 Counterspell
1 Cryptic Command
1 Cyclonic Rift
1 Dig Through Time
1 Disrupting Shoal
1 Forbid
1 Frantic Search
1 High Tide
1 Hinder
1 Mystical Tutor
1 Negate
1 Peer Through Depths
1 Pongify
1 Rewind
1 Snap
1 Swan Song
1 Turnabout
1 Void Shatter
Creatures
1 Archaeomancer
1 Consecrated Sphinx
1 Glen Elendra Archmage
1 Kami of the Crescent Moon
1 Laboratory Maniac
1 Man-o'-War
1 Mistblade Shinobi
1 Ninja of the Deep Hours
1 Sakashima's Student
1 Scourge of Fleets
1 Talrand, Sky Summoner
1 Thassa, God of the Sea
1 Tidespout Tyrant
1 Tomorrow, Azami's Familiar
1 Walker of Secret Ways
1 Crush of Tentacles
1 Curse of the Swine
1 Merchant Scroll
1 Mind's Desire
1 Part the Waterveil
1 Preordain
1 Pull from the Deep
1 Recurring Insight
1 Time Spiral
1 Treasure Cruise
1 Windfall
Artifacts
1 Bident of Thassa
1 Caged Sun
1 Gilded Lotus
1 Helm of Awakening
1 Isochron Scepter
1 Mind Stone
1 Sapphire Medallion
1 Scroll Rack
1 Sensei's Divining Top
1 Sol Ring
1 Sword of Feast and Famine
1 Thought Vessel
1 Coastal Piracy
1 Copy Artifact
1 Future Sight
1 Rhystic Study
Lands
1 Command Beacon
1 Halimar Depths
29 Island
1 Skyline Cascade
1 Rogue's Passage
1 Reliquary Tower
1 Temple of the False God
Card Selection Specifics
Strategy
The key to this deck is balancing your control elements with use of your combat step. Higure's trigger and Coastal Piracy effects require you to attack, but you don't want to be too aggressive. Doing so will attract a lot of hate and you won't have the strongest creatures on the board. In other words, though the combat step is very important, you probably won't win during the combat step. Hard control also attracts a lot of hate, so you have to find a balance there, too. In an opening hand, look for mana rocks, a source of card draw or filtering, and one counterspell.
In the early game, you want to be setting up. Drop some mana rocks, use Ninja of the Deep Hours or Coastal Piracy to help you stay ahead with card advantage. Counterspells are important, but you don't want to counter everything. This will require a little bit of meta knowledge, but counters should be saved for preventing your opponents from getting too far ahead themselves. Ninja of the Deep Hours is almost always the first ninja I grab with Higure. After that, it's either Sakashima's Student or Mistblade Shinobi, depending on what is happening on the board.
Given the nature of how this deck wants to win, it really just has an early game and a later game. The key is to use your control elements to drag out the early game until you're set up to go off. Late game is often just one or two turns when you've assembled the necessary pieces and are ready to fire away. Something like a full hand of seven cards, High Tide, and Turnabout is the sort of thing you're looking for. With these two cards, used along side other untappers, such as Frantic Search, this deck's winning turn usually looks like generating a high storm count and then targeting yourself with Brain Freeze while Laboratory Maniac is on the board. This is another reason why you don't want to use too many counterspells in the early game. This win-con is quite fragile and can be easily ruined with well-timed removal. You want to hold onto some counters in order to protect yourself while getting your storm count up. This is one reason I run Forbid: when you have a huge hand, the buyback is negligible, and repeatable counters are important.As well as the usual untappers, like Turnabout another one to remember is Sword of Feast and Famine. A winning turn with this deck can look like this: start with a big hand, a Coastal Piracy effect and Sword of Feast and Famine on the board. Cast High Tide and get your storm count up in main phase one. Move to attacks, swing with a few creatures, draw some cards, and untap with the Sword, then repeat in main phase two, getting your storm count high enough for a game-winning Brain Freeze. Also, as well as helping to control your opponents' board, Tidespout Tyrant can be a strong storm enabler, through one of two main ways. With Helm of Awakening and Sensei's Divining Top or Sol Ring he goes infinite by repeatedly casting and bouncing one card. Also, you can get maximum value out of High Tide by repeatedly casting and bouncing Archaeomancer.
Ch-Ch-Ch-Changes!
I needed to cut some cards and the number of counter spells was just a bit too high. Deepfathom is nice as a third Coastal Piracy effect, but 6 mana is a bit much, and it's a creature, so it's harder to get it to stick around. Proteus Staff I took out to test some cards and I found I just really didn't miss it.
Added: 1 Island, Glen Elendra Archmage, Peer Through Depths, and Man-o'-War
Added: Copy Artifact and Merchant Scroll
I was sad to see these two go, as it was a fun, gimmicky win-con (for an already gimmicky deck) but, honestly, the storm angle of the deck got too efficient and these two, especially the changeling, just turned into dead draws. The tutor helps with more consistency and Copy Artifact is always a ton of value.
Nykthos, Shrine to Nyx and Blighted Cataract as possible non-basics. I'm also testing Crystal Shard in place of Isochron Scepter.
3
As for the owner not wanting to talk to Stan, I have no advice there. That's a tough one. Though, I'd hope the owner recognizes that, as good as a customer as Stan might be, his actions are driving other players away.
1
Not the best picture, but the Sol Ring is French BB, and the signet is Italian foil.
French foil Death Cloud, Japanese promo Sheoldred, Japanese foil Call to the Grave
Since the top row is all Spanish, I think I want to find a Spanish Torpor Orb and Smokestacks to match.
Japanese Promo Reclamation Sage, foil Russian Putrefy, foil Korean Barter in Blood (I'd like to get the original Mirrodin printing, but currently this is my only Korean foil), German BB Nevinyrral's Disk
Foil German Words of Waste and Sadistic Hypnotist (one of my favorites in the deck), foil Japanese Necrogen Mists
French BB Sylvan Library, foil German Skullclamp
Freyalise does a lot of things, wasn't sure how to classify her. Foil French Creakwood Liege.
There are a lot of targets for Dimir Machination transmuted. I should probably replace it with something like Vampiric Tutor, but it was one of my first foreign foils, so it holds a special place in my heart. German BB Demonic Tutor, and Liliana altered by a friend.
Foil Japanese Exsanguinate and foil German Lightning Greaves. Staff of Domination is mostly to combo with big mana dorks for infinite mana.
For making my elves hit hard. No foils here, unfortunately.
Foil Chinese Bojuka Bog and Korean Gaea's Cradle
Command Tower signed by the artist and French Bayou (white border).
Foil German Thespian's Stage. That Evolving Wilds makes me sad, and will be replaced by another fetch land soon.
One each of the Golgari Swarm MPS promos, and then foil Japanese Kamigawa. As one of the few lovers of Kamigawa, I was very excited to find those.