Ninja of the Deep Hours


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
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.

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Recent Decks

Ninja of the Deep Hours Discussion

HeadinPants on Bounce Pitch Ninjutsu

1 month ago

@ hungry000

I tried Ninja of the Deep Hours originally, but I found that between it and Dimir Cutpurse I was often drawing myself to death. Much as I like the card, it just didn't make the cut for that reason.

I do like the idea of running Sakashima's Student, but I'm concerned that it would lose much of its appeal if I ever reach the "You are playing top deck and I bounce your shit" stage. I'm putting it on the maybeboard for experimentation

hungry000 on Bounce Pitch Ninjutsu

1 month ago

Ninja of the Deep Hours is a solid card draw ninja and Vapor Snag is a decent removal spell you could play. Sakashima's Student is a ninja version of Phantasmal Image that doesn't go away when targeted by anything, which is really good.

captainamerica on UnBlockable Cipher

2 months ago

I would play Counterspell, Ninja of the Deep Hours, Faerie Miscreant, Latchkey Faerie, Diabolic Edict, Disfigure, and Vapor Snag to start.

I have a very similar deck that you may be able to make use of. The link is here. This is a UB Deep Hours Aggro list, and it wins often.

The best part of magic is having fun, so nothing I have said is a command.

Tyrant-Thanatos on Mechanics that never really worked

3 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.


magharibo on Mono Blue Faeries

4 months ago

You cant target anything with your bounce things if Scion of Oona is on the board right? You could cut two into the sideboard. Maybe you need some carddraw, Ninja of the Deep Hours is a good option, cause it bounce and drawes a card for 2 mana. And you should about some cantrips like Opt, Serum Visions, or maybe a spell like Chart a Course

Im playing mono blue Faeries in legacy. If you want to have a look.

xyr0s on

4 months ago

Neither Coiling Oracle nor Ninja of the Deep Hours fits this deck very well. Coiling Oracle doesn't "draw" a card; it "puts a card" into your hand. So it doesn't trigger Chasm Skulker. And Ninja of the Deep Hours is fine, when you hit with it the first time. But after that it needs evasion to go unblocked, and this deck doesn't have any, as it relies on creatures that are inherently unblockable.

rothgar13 on

4 months ago

Coiling Oracle and Ninja of the Deep Hours need to be in this deck.

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