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Yuriko, the time walker

Commander / EDH

Infinitywl


Maybeboard


I checked a lot of theorycraftings for Yuriko to finish my first Yuriko EDH deck but the actual gameplay doesn't go well. There are several issues that I want to share with you guys. If you tried to build a Yuriko deck, please think about these first.

First of all, I see many players had this thought about Yuriko deck that lots of low cost unblockable creatures are needed, but in actual gameplay it sucks when you trigger Yuriko's ability only to reveal those small creatures, or draw lots of those when you need solutions on board. This just hinders you from getting other better cards. Also other ninja fellows are not performing well in mid to high level gameplay, it's hard to gather lots of creatures in this deck for offence if everybody's at same level, especially when your creatures are too small to make your opponents feel threatened of it.

Also I see issue on ramping in a lot of Yuriko builds. UB color combination doesn't give you much choices on ramp, mana rocks are really needed. Think about when those UG+(simic color plus one or two other color decks, Tasigur for example) decks, which provides player huge ramps and card draws, are your opponents' deck, what do you have for not getting behind.

I do see decktechs with Arcane Adaptation and Conspiracy. These are good cards for this deck but don't put all of your hope depends on them. Often time your opponents are alerted once they spot these kind of enchantments, and blow it up really quick. Also single card dependency (without a easy way to tutor and protect) in EDH makes your deck very unstable.

So go back to my current deck, its power level is less than competitive but I think it is close. I only have 7 creatures for infiltration and I think it's enough. You can always find one of your opponents miserably have no creature on board that can block your flyers, even they all have, you can still use your bounce spells to make a hole on them. Besides, I put literally all the good mana rocks I have into this deck, to make sure I'm not getting too slow behind my opponents. Grim Monolith is debatable while it's over cost on my budgets.

The win condition here is solid but a little bit slow. I can acquire infinite mana (literally) using Dramatic Reversal + Isochron Scepter then draw my deck using Blue Sun's Zenith or Pull from Tomorrow to win. In addition, to fulfill the title of this deck, I can use Isochron Scepter imprints Mystical Tutor to fetch the notorious Nexus of Fate, and grab it with Yuriko's triggers. With 9 total mana cost and a miserable opponent you can have infinite (or a lot of) your turns to win the game. Another infinite turn win-con involves Time Warp in graveyard and Vexing Scuttler. You emerge your Yuriko into Vexing Scuttler to acquire time warps, cast it to acquire an extra turn, in next turn you attack with scuttler and Ninjutsu it into Yuriko, then emerge her again, totally need 11 mana to get the loop done. These are all a little bit slow and I'm currently working on new combos. Any suggestions are welcome

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Date added 5 years
Last updated 5 years
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

30 - 0 Mythic Rares

28 - 0 Rares

13 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 2.78
Tokens Bird 2/2 U, Construct 0/0 C, Emblem Tezzeret, Artifice Master, Thopter 1/1 C
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