Higure, the Still Wind

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase Anthology (PCA) Rare
Planechase 2012 Edition (PC2) Rare
Betrayers of Kamigawa (BOK) Rare

Combos Browse all

Higure, the Still Wind

Legendary Creature — Human Ninja

Ninjutsu (2)(Blue)(Blue) ((2)(Blue)(Blue), Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)

Whenever Higure deals combat damage to a player, you may search your library for a Ninja card, reveal it, and put it into your hand. If you do, shuffle your library.

(2): Target Ninja creature is unblockable this turn.

Price & Acquistion Set Price Alerts

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Recent Decks

Higure, the Still Wind Discussion

CommanderAdventures on [PreCon] Yuriko's Mercenaries - Rogues & Ninjas

2 weeks ago

@Skulloelegy Thanks for the suggestions!

I think I'd rather add Conspiracy from the sideboard instead of the others, since it's important to have the creature type of cards outside of the battlefield also changed. This enables you to tutor all creatures with Ratcatcher and Higure, the Still Wind.

ClockworkSwordfish on Ninjas of the hidden leaf village

1 month ago

I've tried playing around with a blue/green ninja deck before, and I found Jhessian Infiltrator was a great fit for an evasive attacker. It also has enough power that it can take some swings at your opponent if you don't have anyone to ninjitsu out. Mystic Snake is likewise a great option, since getting to reset its counterspell ability can be very powerful. In terms of giving your ninjas evasion after they're already in play, Higure, the Still Wind, Rogue's Passage and Neurok Invisimancer are all good options.

You can see the build I settled on here: UG... ninjas.

High_Priest_of_Avacyn on Invisible Ninja’s In The Room

1 month ago

The card Arcane Adaptation would allow Higure, the Still Wind to tutor for any creature card in the deck. Also Sun Quan, Lord of Wu would be a great asset in making your creatures near unblockable.

High_Priest_of_Avacyn

Tyrant-Thanatos on Mechanics that never really worked

4 months ago

Improvise is a funny one, actually. I've seen Inspiring Statuary pull some incredible stunts in EDH, essentially turning all of your artifacts into rocks for casting anything other than yet more artifacts. Other than that though, I can't say I've ever seen Improvise do great. I've seen a few castings of Battle at the Bridge that had real impact on the game, but more often than not the caster didn't even use Improvise.

There are a lot of mechanics though that I feel like failed simply for lack of support or even quantity. Take Ninjutsu for instance, with only 8 cards originally printed with it, 2 printed later in non-standard sets. Ninjutsu could have been genuinely great, and Ninja of the Deep Hours still seems to be a pretty popular and effective card. I'd love to be able to build a Higure, the Still Wind EDH deck but there's just not enough to work with.

One of my biggest complaints about WotC's design process is that they are so hasty to cram loads of mechanics into each set like they're throwing darts to see what will stick, and then never even revisit the stuff that worked! I get that some of it was supposed to be stuff that was tied to specific groups/factions/clans lore-wise, but man, I'd love to see Overload, Dash, Undying, Persist, Evolve, Battle Cry, etc etc the list goes on forever, return in some way. Put them on different colors, mix things up. I mean it seems like just now in Dominaria they're toying with triggered abilities that go off when you cast a kicked spell. Where was that kind of support for Overload, or Dash? Dash in particular to me seemed like such an interesting mechanic but they just... never did anything with it, it's just sort of... there. I mean Warbringer was a thing but... meh? There's only 18 Dash cards and of them 6 get little or no benefit from Warbringer.

As RazortoothMtg pointed out, there's only three Meld pairs. Excuse me but what? Even if this mechanic was a huge success, it takes WotC years to design and push out sets. If they're trying to "test the waters" by the time they know a mechanic is popular it's too late, it's going to take years to deliver us more cards with it and we'll have moved on. I hate to say it but with the way things work, they really need to be diving head first into new mechanics. The current system just makes everything seem so spotty and timid, like they're desperately afraid of screwing up, but that in and of itself is what they are screwing up.

/endrant

Nahkajumala on Ninjas be like~But Wait!There's more!(UltraBUDGET)

7 months ago

OTPHJ Hey, Peeped at ur deck, and in my opinnion you should -1 Higure, the Still Wind since its legendary so u wont have 2 at a time on table, and add +2 Mistblade Shinobi , its a must to have 4x of those on a ninja deck, really a game winning card and I would aim to have a ratio with the "ninja enablers((creatures, that get ur ninjas out, ~10 cards) and ninjas ~15), and if ur opponent is able to block flying creatures, you are gonna have abit struggle to get ur ninjas out, so I would recommend having few unblockable 1mana costs. and sacrificing ur ninja enablers to counter a spell that targets ur creatures, I would personally, just switch those to unblockable 1mana creatures, and put few Familiar's Ruse which helps u alot, with recycling ur ninjas onto battlefield and back to hand. I have looked at Distortion Strike + Hidden Strings but i personally think that so far, Aqueous Form seems the best option, win and budget wise*

Nahkajumala on OTPHJ

7 months ago

OTPHJ Hey, Peeped at ur deck, and in my opinnion you should -1 Higure, the Still Wind since its legendary so u wont have 2 at a time on table, and add +2 Mistblade Shinobi , its a must to have 4x of those on a ninja deck, really a game winning card and I would aim to have a ratio with the "ninja enablers((creatures, that get ur ninjas out, ~10 cards) and ninjas ~15), and if ur opponent is able to block flying creatures, you are gonna have abit struggle to get ur ninjas out, so I would recommend having few unblockable 1mana costs. and sacrificing ur ninja enablers to counter a spell that targets ur creatures, I would personally, just switch those to unblockable 1mana creatures, and put few Familiar's Ruse which helps u alot, with recycling ur ninjas onto battlefield and back to hand. I have looked at Distortion Strike + Hidden Strings but i personally think that so far, Aqueous Form seems the best option, win and budget wise*

Funkydiscogod on Black/Blue Ninja control

1 year ago

I don't have any new suggestions for you, but, I think revising the number of each card in your deck to improve its consistency.Here's my opinion:

-2 Mistblade Shinobi-1 Throat Slitter-3 Ornithopter-1 Jace, Unraveler of Secrets

+1 Spellstutter Sprite+2 Higure, the Still Wind+1 Walker of Secret Ways+1 Ninja of the Deep Hours+1 Skullsnatcher+1 Okiba-Gang Shinobi

Why? Because I think you have enough unblockable critters to get the ninjas out, I think it's better that you have more of a toolbox approach to it, running 4 Higure, and letting him fetch any ninja you needed, and running only 1 each of the other ninjas (except ninja of the deep hours, because that dude is tech).

Color_pie14 on Looking for a Good Deck ...

1 year ago

Try Alexi, Zephyr Mage, for bouncing opponent's creatures, or Higure, the Still Wind, to bounce your own!

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