|Commander / EDH||Legal|
Printings View all
|Planechase 2012 Edition||Common|
|Betrayers of Kamigawa||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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Ninja of the Deep Hours Discussion
1 week ago
very well, as there are many times in the mid/late game that Mistblade Shinobi just can't get through or when the only creatures on their board have strong enter the battlefield effects. Smuggler's Copter basically turns it into a flying more powerful Ninja of the Deep Hours for combat. alternative i've bounced Smuggler's Copter to activate a ninja instead of a fairy for when the fairy count for Spellstutter Sprite really matters.
1 week ago
I'm a big Kamigawa fan, and even though I understand why we're never getting a return to Kamigawa outside of casual supplements it still makes me sad. My Ninja deck was probably the first deck I ever built, and I still try to find space in my Commander decks for Ink-Eyes, Servant of Oni, Sakashima's Student, and Silent-Blade Oni.
On the plus side Ninja of the Deep Hours shows up pretty often in mono-blue Pauper decks, since Faerie Miscreant and Spellstutter Sprite will usually be unblocked and are things you would want to recast.
2 weeks ago
He didn't cast Ninja of the Deep Hours. He declared a creature as an attacker. Opponent didn't block. In declare blockers step he used ninjutsu of Ninja of the Deep Hours. Ninjutsu means , Reveal this card from your hand, Return an unblocked attacking creature you control to its owners hand: Put this card onto the battlefield from your hand tapped and attacking.
2 weeks ago
So I am watching this video on YouTube: https://www.youtube.com/watch?v=uZbkW7aafkU , At 18:54 The professor start to explain his move, which I didn't understand. He is casting Ninja of the Deep Hours while he attack (to my understanding), and as to what i know you can't do it, also attack with Ninja of the Deep Hours , which I don't know how that happen. Can someone please explain what he did, or if I missed something, Thanks!
1 month ago
Wow! Nice feedback, thanks for the thoughtful considerations!! I would test Tweeking with the Remand, Vapor Snag and Mana Leak. I really like both remands and Vapor snags, they give you a lot of control over you opponent's drops and can use it to predict movements and such. Mana Leak is a weaker version of Spellstutter Sprite, it get's rid ov something permanently BUT does not swing for 1 or 2. Remember that ninja can also be used to abuse triggers and ETB effects from the Faeries.
+3 Ninja of the Deep Hours, test it out, give your thoughts, i really think it may be worth it!Thtanks for the feedback :)
1 month ago
Thanks for the input!
I had been thinking about adding back another Pestermite but I was thinking of dropping a Quickling for it instead. Quicklings are good when there are creatures to bounce but are unplayable when my board is empty.
I've been happy with 3 but maybe 2 Favorable Winds is fine. I definitely don't want to cut more than that. A problem with this deck is that there isn't enough power in the 1/1s to close out a game fast. Sure, I can play the controlling game but its just a matter of time before there just aren't enough counterspells to hold an opponent's (often much larger) threats back.
The Ninja of the Deep Hours suggestion seems to be a common one. It just seems to me that it's only good enough for 1 sneaky draw and afterwards its pretty easy to block/kill. Maybe that's just enough reason to add it in. I've never played with it so I'm just going off pure speculation (shame on me). Also I'm a bit of a purist when it comes to making my Tribal decks so I've tried to keep it all Faeries so far. I guess if lots of people have success with it then it may be time for me to test it out :)
Where would you make a cut for some Ninjas? I hesitate to take anything out because I've been pretty happy with the overall composition. Yes, I've been told that Zephyr Sprites aren't great but I like to have them for a Turn 1 play (if I don't have Miscreant) with the option to hold up Spellstutter Sprite to catch a 2-mana spell instead of 1-mana one on Turn 2. Or drop a Turn 2 Quickling for a bit more early damage or blocking if necessary. It can even just be an extra Faerie to Champion or bounce so we can avoid an opponent's attempt to 2-for-1 me on resolving a Mistbind Clique or Quickling later in the game. Even so, they appear to be the most obvious place to begin making cuts
1 month ago
One of the advantages of this deck over oher tribal strategies is the Tempo/control aspect of it, everything is either One-drops or has flash. So your main strategy is to leave mana Up so that you can respont to your opponent's threats. Taking Out pestermites over Favorable wind is doable BUT i guess you may need to rethink the numbers, i would leave 2 Pestermite and 2 Favorable Winds.
A card suggestion for you to add/test is Ninja of the Deep Hours. the fae-ninja archetype is Old but functional for a reason. the Ninjustu ability generates insane value in a deck that everything Flies, has ETB effects AND flash. 2-3 of the Ninja would be very very interesting in your build. :) +1 for me.
1 month ago
Aether Gale, AEther Mutation, Alexi, Zephyr Mage, Displacement Wave, Distorting Wake, Profaner of the Dead, Reality Strobe lol do this!, Scourge of Fleets, Words of Wind (very good if you start swarming with edric/bident of thassa out)
you might want Lifegift as well, people be gunning for blue decks!