Dokuchi Shadow-Walker

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Vintage Legal

Dokuchi Shadow-Walker

Creature — Ogre Ninja

Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)

multimedia on Umezawa of the Swamp

3 years ago

Hey, well done so far for a first deck that's less than $50. Nice pulls from your box of Nashi, Satoru, Junji, and Chip.

You don't have lands? My advice before you go any further is to fill in enough deck spots for 35 lands. They can be 15 Swamp, 15 Island, Command Tower, Path of Ancestry, Secluded Courtyard, Unclaimed Territory, Sunken Hollow. The 30 basic lands can just be place holders until you can add more Dimir dual lands. The idea here is to fill the required deck spots you need for lands that way you can see how many deck spots you have left to add other cards or how many cards you have to cut to add lands.

You might have pulled a Secluded Courtyard and Dismal Backwater from your box since it's an uncommon and a common. If you did add them. Tower, Ancestry, Territory and Hollow are not in the NEO set, but are budget lands that can make more than one color. Tower is a staple land in Commander that all your mulicolored decks can use.


To add 35 lands you will have to cut 14 cards since currently you have 79 cards and you need 99 cards + Satoru to make 100 cards. Some cuts to consider are little creatures who are not Ninjas and don't have any ability that helps them to attack such as flying or unblockable. Enormous Energy Blade is the worse card here, the turn you equip it to a creature you control that creature can't attack with the +4/0 pump because it becomes tapped, easy cut. Some other cards to consider cutting:

After you add lands I offer more help if you're interested. Good luck with your deck.

Guerric on [Primer] Crouching One-Drop, Hidden Ninja

3 years ago

February 1, 2022- Continuing thoughts on Neon Dynasty spoilers

Several more spoilers are posted, so I'll comment on all of the ninjas.

First of all, the not-so-great

1) Futurist Operative On the surface this might seem promising in that it is a ninja that can become a 1/1 unblockable creature (hence a ninja enabler) when tapped. Unfortunately it loses its ninja status when it attacks (hence it will never give us Yuriko triggers), lacks ninjutsu, and costs four mana to get on the board. I'd way rather keep Whirler Rogue which gives me so much more, or just play another evasive one drop. Pass on this one.

2) Tatsunari, Toad Rider The upside of this is that if you can cast it for three, then cast an enchantment, then use its two mana activated ability, you can get two unblockable ninja enablers, only one of which can get Yuriko triggers. That's a lot of hoops to jump through. Also, it cares about enchantments and aristocrats stuff, which is totally off theme for Yuriko. I love the flavor of a toad riding ninja, but I don't think this will make it.

3) Dokuchi Shadow-Walker A vanilla 5/5 ninja isn't impactful enough for commander. Enough said.

Secondly, the Promising

1) Biting-Palm Ninja The best thing about this ninja is that we can get it out for three and it has menace, giving us some evasion to either get us a Yuriko trigger or enable a more powerful ninja. The fact that we can remove a counter to get an upgraded Thoughtseize at instant speed, perhaps after a tutor is played, is a nice plus. What is even better is using menace to give it evasion, removing the counter after blockers are declared, then returning it to our hand to activate ninjutsu for another ninja, then re-deploying it with the counter. I can't guarantee this makes it, but there is a lot of potential.

2) Silver-Fur Master An inexpensive ninja Lord who also discounts our ninjutsu costs in quite good. The only downside is that he shuts of Tetsuko Umezawa, Fugitive, but that is a very particular case. The decision here is whether this downside is a major drawback, as well as if it lowers our curve so much that we don't do enough damage with our Yuriko triggers. I'll definitely try it out though.

Thirdly, the Good

1) Covert Technician This is a lot better than it might seem on the surface. One of the early tensions in Yuriko is between getting out ninjas and getting our draw engine going on turn two or three versus not doing that to ramp in order to get resources for the long term. The fact that this can come out swinging on turn two while also dropping our mana rocks or scroll rack for free is a really strong early game piece. Even late game its cheap ninjutsu cost will help us to put out multiple ninjas in one turn to help us close things out. This is one of the stronger possibilities out there.