Ninja of the Deep Hours

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Common
Planechase Anthology (PCA) None
Commander 2015 (C15) Common
Planechase 2012 Edition (PC2) Common
Betrayers of Kamigawa (BOK) Common

Combos Browse all

Ninja of the Deep Hours

Creature — Human Ninja

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

Whenever Ninja of the Deep Hours deals combat damage to a player, you may draw a card.

Ninja of the Deep Hours Discussion

lamocomp1 on Ninjas and Owls

6 days ago

Hi there! My Yuriko, the Tiger's Shadow is part ninja tribal, part topdeck matters, and it is aggresive enough to win turn 5-6 (no infinite combos). Goal of the deck is to show fat cmc cards from the top with Yuriko or other ninjas (or creature type shenanigans) and kill the table with Yuriko's ability.

To kill the table, you need to have 3 triggers and tutor 3 cards. Insidious Dreams is the best way to tutor. Some combination of Lim-Dul's Vault Mystical Tutor Vampiric Tutor Personal Tutor Imperial Seal and Brainstorm Scroll Rack

Note that most of those can and should be played instant speed with yuriko triggers already on the stack. You tutor for: Commit / Memory Temporal Trespass Blinkmoth Infusion Draco Treasure Cruise Draco and Blinkmoth Infusion should go last, unless you go for the win, as they are unplayable. 30 damage to each opp with just 2 triggers is really fun.

Changelog Show

TheRedGoat on Thousand Cuts: Tetsuko EDH | *PRIMER*

1 month ago

Still an impressive piece of work I see.

Smuggler's Copter and Scroll Thief seem like they take up slots better served by more utility or control effects.

Next, what are your thoughts on the following (literally just your thoughts not saying you should make cuts for them):

AEtherize and Inundate as board wipes or Dissipation Field or Crawlspace as rattlesnake cards (for multiplayer mind you).

Hidden Strings , Last Thoughts , or Hands of Binding for control/utility purposes.

Sakashima's Student feels like a two mana clone effect in your build. (for that matter, Ninja of the Deep Hours should equally be treated as a two drop).

Teferi's Veil or Siren Stormtamer for creature protection.

Prying Blade as completely unnecessary ramp.

Military Intelligence or Verity Circle as card advantage.

Murmuring Mystic or Psychic Corrosion (note, the enchantment represents any milling here) as win cons.

and last but not least, Time Stop . Because nothing is more oppressive than hearing "beginning of your turn, end the turn."

JonnySnickers on mono blue delver control

2 months ago

I find this build really clunky.

  1. Preordain is better than Serum Visions

  2. Vulshok Morningstar is quite expensive, especially when you want to leave mana up for counter. 2 point in toughness is nice vs Lightning Bolt but I would suggest changing it to either Bonesplitter if you want to close the game faster or Mutagenic Growth if you want to have protection vs Bolt (also more spells that flip Delver).

  3. Archeomancer is very slow. You have 6 spells in Daze and Deprive that bounce your land. I would go for Augur of Bolas. With so many spells you will almost never miss on his trigger.

  4. Too little creatures. Any starting hand without Delver of Secrets  Flip in it seems quite bad. If opponent puts any >1 toughness creature (like Glint Hawk or Lagonna-Band Trailblazer) into play you will probably die to it.

  5. You also lack the ability to sneak the Ninja of the Deep Hours into play with ninjutsu. Delver decks usually use Faerie Miscreant and Spellstutter Sprite to put Ninja into play and get back something with etb trigger.

You are mixing up two things. If you want to use Delver of Secrets  Flip you are creating Tempo deck. That means you have to go down on cmc and get cards that can interact with opponent but also get in some points of damage, i.e Vapor Snag or Spellstutter Sprite - when you counter with Sprite you will kill opponent unless he does something about it, but when you counter with Counterspell you are not any closer to winning the game.

If you want to create Controll deck, you don't even need creatures to win, however you need some way of interacting with things your opponent manages to put into play as well as some card advantage. You can look up UR or UB control lists - they play a lot of removal like Chainer's Edict or Skred to deal with things they coulnd't counter and play things like Think Twice, Mystical Teachings, Accumulated Knowledge and so on to generate card advantage. You can even count not playing creatures as "card advantage" - their removal would be useless.

mfogle on When do ninjutsu effects trigger?

4 months ago

An extremely specific example that creates a step by step analysis for how "fast" ninjutsu effects are:

Assume you have 2 creatures on the field; Mistblade Shinobi and Faerie Miscreant. You also have a Quickling and a Ninja of the Deep Hours in your hand with plenty available mana.

You declare both creatures are attacking, then the opponent declares he will block Mistblade Shinobi but not Faerie Miscreant.

You then play Quickling with flash and return the Mistblade Shinobi to your hand with Quickling etb effect, removing the Mistblade Shinobi from combat before damge is dealt.

From there, can you pay the ninjutsu cost for Mistblade Shinobi and return the Faerie Miscreant to your hand within that same combat?

The second part to this question is whether ninjas are ninjutsu'd in before the damage step (after declare blockers) or afterwards, so that the ninja's and the unblocked attacker's damage are both applied?

If the latter is the case can a second ninjutsu be activated after the first has dealt damage?

Finally, once a ninjutsu is used, and the ninja is summoned (tapped and attacking), does the opponent get to declare blockers again?

Apologies for the long explanation, but i felt it necessary to avoid confusion.

Fallerup on Dimir Gnats

4 months ago

replace Oona's Blackguard with Ninja of the Deep Hours and you should be good, also, replace Dimir Aqueduct with Dismal Backwater it's too slow unless you get it down turn 1, because you need to return a land back to your hand if you have one, not very ideal. you copuld also balance out your mana a bit with removing some come in tapped duals and replacing them with more islands. the blue card cost is higher tan your amount of blue mana. so I would: replace Dimir Aqueduct with Dismal Backwater and remove guild gates or submerged boneyards and replace them with Islands until it as close to equal as possible. test it out and see how many of each you need.. I'm thinking 8 or 9 islands and 1-2 guild gate will be good. I can't really know excacvctly how many unless I test it.

Icbrgr on Fairy Two-Step

5 months ago

with 4 toughness becoming so popular in the format i think Oona's Gatewarden is a worthy 1 drop for scarring the more beefy bodies out there. I have a personal love/hate for Familiar's Ruse... although straying away from faerie tribal ninjas have great synergy with Fae ETB effects. Mistblade Shinobi/Ninja of the Deep Hours are interesting substitutes that can give the deck a bit more versatility.... Glaring Spotlight is also neat.

satchmo84 on Thermo Angler of Secrets

5 months ago

So I like the list, but I think it would run smoother as more a copy of Izzet Delver with a black splash, so instead of the Lavarunner and Alchemist I’d go with Faerie Miscreant and Ninja of the Deep Hours. Also Chainer's Edict instead of Diabolic.

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Ninja of the Deep Hours occurrence in decks from the last year

Modern:

All decks: 0.01%

Commander / EDH:

All decks: 0.01%

U/B (Dimir): 0.2%