@Door deck: Here's some ideas to make it run faster Vedalken Engineer and doubling Cube. The engineer would speed up the door and the cube can make it so you only need 8 mana.
@MUC deck: How has no creatures (still manlands) been working? Have you thought about Meluko, Keiga, Bribery, Spectral Shift (SB for boil, choke, and mirror shackles), and rewind? I think rewind would be a good choice for having 2 and taking out 2 condescends.
Well here's a deck for you guys you rip apart. Though so far it has done very good again red decks, even ones outside of T2.
It's more of an agressive control deck when compared to Hopeless's deck. I'm thinking of removing the Walker and a Teardrop for 4 shackles once I receive them in a trade. Though I have no clue for a sideboard.
I have a question about life line. For it to reserect a creature, the creature has to be destroyed from play correct? So it can not be discarded correct?
For some good pointers on a ninja deck there is a thread in the T2 competitive section of the forums. Even though you are probably thinking of a casual deck the thread still has good ideas given the limited card pool.
Out of all the counter spells in T2 that can counter any type of card, only 2 are under 2 mana, and consend would not work well on a scepter. If you had an idea for a spell that would work on the scepter I'd like to know. Though I do like having eight counters, but if something better came along it would work too (god I wish I had 2 more boomerangs).
As you can see the object of the deck is to counter and bounce cards so that the ninja's can get a card advantage going for you. Any help would be nice. And I don't want to run the Mistblade because I perfer instant speed bounce.
About the artifacts, in all ninja decks you should always run 3-4 ornies because you lose no tempo for bouncing them back to your hand with ninjas.
I can see museli's point on the shuriken, it just is to slow when the ninjas require alot of mana to use. It depends on the build since in a black build you have terror and the terror ninja while a blue build has bounce. A UB build should always have the terror ninja and creature control so it shouldn't matter for the shurikens. If shurikens could hit players then I'd think about it but it's only creature which can be removed on the spot.
Vials would be nice if the ninjas all costed a small amount but that's their peak-a-boo cost so it would be turn four before you get a WoSW or a shinobi. It adds more options to get back one mana creatures like a teardrop or another small attacker so it could save you one or two mana a turn which could help since ninjas require open mana.
And the Jitte, what can I say it rocks even though I don't know how it'd do in ninjas. Though the -1/-1 to remove blockers would be nice every now and then.
I was also thinking of how coat of arms would do since the majority of creatures are ninjas and their ability to be unblocked could turn out nice sometimes. Then I remembered the mana cost of 5.
The sightbender is to make the ninjas and the thopters unblockable. There's only one Higure because I haven't got a hold of another. I'm also thinking of taking the Vortexes out for some scepters but then again it could only hold 6 spells in the deck unless I switch it. All help is welcomed!
I decided to make this deck because my WW block deck was mostly spirits. The idea is to splice and use the great triggers of Hikari and Oyobi. Here's the deck:
You can't return Braids to stop her ability once it triggers. It becomes independant. Now if he returns braids with cowardice at the end of his opponents turn he will not have to sacrifice. And the hope does not interact with cowardice.
Ok, lets put it this way, do you want to keep friends? And the Lair says to play all cards as writen so you must use the yellow errata but at the same time it says to ignor it. So do what you want to keep friends.
And you can't stifle it, the ability is resolving and no player can play spells or abilities.
I've been playing hondens for a while and I find that counterspells, Hinder, Hisoka's Defiance and Thoughtbind, really work well. The reason for all of these is to prevent enchantment removal. Hinder works on any spell and that explains itself. Hisoka's Defiance is in the counters because all, and I repeat ALL cards that deal with enchantments in block are arcane or a spirit. Thoughtbind is fun but not neccesary (too much space) though it also deals with all spells that kill enchantments.
Though I am amazed that someone else noticed that the stupid land is quite scary in a honden deck.
@MUC deck: How has no creatures (still manlands) been working? Have you thought about Meluko, Keiga, Bribery, Spectral Shift (SB for boil, choke, and mirror shackles), and rewind? I think rewind would be a good choice for having 2 and taking out 2 condescends.
Well here's a deck for you guys you rip apart. Though so far it has done very good again red decks, even ones outside of T2.
Mono Blue Ninja Control
21 Island
1 Minamo, School at Water's Edge
Creatures (16)
2 Higure, the Still Wind
4 Ninja of the Deep Hours
4 Teardrop Kami
3 Ornithopter
3 Walker of Secret Ways
4 Isochron Scepter
4 Echoing Truth
4 Boomerang
4 Mana Leak
4 Hinder
2 Rewind
3 Quash
3 Spectral Shift
It's more of an agressive control deck when compared to Hopeless's deck. I'm thinking of removing the Walker and a Teardrop for 4 shackles once I receive them in a trade. Though I have no clue for a sideboard.
22 Island
1 Minamo, School at Water's Edge
1 Stalking Stones
Creatures (15)
1 Higure, the Still Wind
3 Walker of Secret Ways
4 Ninja of the Deep Hours
4 Teardrop Kami
3 Ornithopter
4 Hinder
4 Mana Leak
4 Unsummon
4 Echoing Truth
2 Boomerang
4 Isochron Scepter
As you can see the object of the deck is to counter and bounce cards so that the ninja's can get a card advantage going for you. Any help would be nice. And I don't want to run the Mistblade because I perfer instant speed bounce.
Can some people get me ideas for a sideboard?
I can see museli's point on the shuriken, it just is to slow when the ninjas require alot of mana to use. It depends on the build since in a black build you have terror and the terror ninja while a blue build has bounce. A UB build should always have the terror ninja and creature control so it shouldn't matter for the shurikens. If shurikens could hit players then I'd think about it but it's only creature which can be removed on the spot.
Vials would be nice if the ninjas all costed a small amount but that's their peak-a-boo cost so it would be turn four before you get a WoSW or a shinobi. It adds more options to get back one mana creatures like a teardrop or another small attacker so it could save you one or two mana a turn which could help since ninjas require open mana.
And the Jitte, what can I say it rocks even though I don't know how it'd do in ninjas. Though the -1/-1 to remove blockers would be nice every now and then.
I was also thinking of how coat of arms would do since the majority of creatures are ninjas and their ability to be unblocked could turn out nice sometimes. Then I remembered the mana cost of 5.
21 Islands
1 Minamo, School at Water's Edge
Creatures (18)
3 Ornithopter
3 Minamo Sightbender
4 Mistblade Shinobi
4 Ninja of the Deep Hours
3 Walker of the Secret Ways
1 Higure, the Still Wind
4 Hinder
4 Serum Visions
4 Echoing Truth
2 Unsummon
4 Consuming Vortex
2 Shuriken
The sightbender is to make the ninjas and the thopters unblockable. There's only one Higure because I haven't got a hold of another. I'm also thinking of taking the Vortexes out for some scepters but then again it could only hold 6 spells in the deck unless I switch it. All help is welcomed!
22 Plains
1 Eiganjo Castle
4 Lantern Kami
2 Isamaru, Hound of Konda
4 Kami of Ancient Law
4 Waxmane Baku
2 Hikari, Twilight Guardian
1 Oyobi, Who Split the Heavens
2 Terashi's Grasp
2 Terashi's Verdict
4 Otherworldly Journey
4 Blessed Breath
4 Ethereal Haze
1 Shining Shoal
3 Genju of the Fields
2 Terashi's Grasp
3 Chostly Prison
2 Nine-Ringed Bo
2 Terashi's Verdict
4 Reciprocate
2 Kami of False Hope[/CARDS]
The idea of the deck is to keep alive until Hikari or Oyobi start to smash face. Any suggestions is great!
And you can't stifle it, the ability is resolving and no player can play spells or abilities.
Though I am amazed that someone else noticed that the stupid land is quite scary in a honden deck.