Enchantment — Aura
Enchanted creature gets +1/+0 and can't be blocked.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Aether Tunnel Discussion
5 months ago
Add Glimpse the Unthinkable and Maddening Cacophony for some large mill. Add better counterspells like Counterspell , Didn't Say Please , Disallow and Thought Collapse . Take out Bone to Ash , Cancel , and other bad counterspells. Add better removal like Dimir Charm , Heartless Act and Drown in the Loch . Take out Doom Blade and bounce spells. If you still want a bounce spell, add Brazen Borrower . Take out Illusionary Armor and Exquisite Blood for Lightning Greaves and Swiftfoot Boots . You need better ramp so definitely add Sol Ring , Arcane Signet , Dimir Signet and add Command Tower for a land. Add Cloak of Mists and Aether Tunnel for Tricks of the Trade and Way of the Thief . Go infinite with Rings of Brighthearth + Basalt Monolith + Mind Grind . This isn't a mill win condition, but if you want to do something janky, you could do Tree of Perdition + Reduce in Stature + Sovereign's Bite to reduce an opponent to 0 life. Here's a lot of cards to put in. Hope this helps
6 months ago
I’ve always felt that the Ninja tribe benefit from some way to become unblockable to continue gaining value from their abilities. Thassa, God of the Sea comes to mind, as well as cheap auras like Aether Tunnel and Aqueous Form .
6 months ago
There's a few Legacy Ninja lists running around, same idea with the 0 CMC creatures! I'd recommend giving Modern Horizons a look through, they printed a LOT of ninja support in there!
Just a few creature upgrade suggestions, Yuriko, the Tiger's Shadow can put in a lot of work, drawing you cards and draining your opponent (I think a lot of people overlook this due to "Commander Ninjitsu," but it states you can either play it from your hand or the command zone, so it's all good!). Same goes with Ingenious Infiltrator .
If you end up going that route, Changeling Outcast is another unblockable ninja enabler.
Depends on how cutthroat of a playgroup you're playing against, but I would suggest cutting the bounce lands for some fetches (whatever you can afford). A LOT of legacy decks run things like Strip Mine , and having your bounceland destroyed is setting you back almost two turns, making it a steep climb to catch back up.
Overall, the ninja strategy is pretty quick! In your current build, I don't see a lot of interaction with what your opponent is doing. Since you're running Dimir, you have a PLETHORA of interaction options, from Counterspell to Go for the Throat or Dismember and Thoughtseize . I'd recommend at least having some permission, removal, and hand control effects in your sideboard. If you'd like to double down on the aggressive ninja strat, Smoke Shroud can help with evasion and a small power boost.
In terms of specific cuts, I'd recommend cutting Minamo Sightbender , Sinister Possession Bladed Pinions Shuriken . I think there are more recent cards out there that do the same thing these do with a lower CMC!
7 months ago
@Reins of Power While the creatures do synergize well with the voltron aspect, it doesn't mesh well with the polymorph package I'm trying to run. I've found that with Polymorph, you need a game changing hit from it after it resolves. Unfortunately, if I add too many creatures, it can gum up the works.
War Room I like that a lot! I'll try it out!
Aqueous Form Was in my first draft of the deck. In playtesting, I found myself in situations where I could tudor for the Twisted Image , but it would kill the crab due to the 0 toughness, so I tried out Aether Tunnel instead.
Masterwork of Ingenuity looks like fun, especially in my meta full of swords of this and that! I've gotten in trouble before by copying some of the pro blue swords and been unable to target my charix or creature with my blue enchantments, but I don't think it's come up as an issue too often to ignore the benefits.
I was thinking of running Commander's Plate , but I play in a meta with a lot of Guilded Drake,
Homeward Path is becoming a pet card of mine, and I plan to also include it when I can get a copy!
9 months ago
9 months ago
wallisface: Really? I have been doing it wrong then. I just struggle to understand what exactly I need to do to build a winning combo. I usually play modern and the best combo I have the resources to build is High Alert, Humongulus, and Aether Tunnel, (but this is not turn 4). What kind of cards/combos would be needed to win on turn 4 in modern?
RinceRaven on Brago
9 months ago
Made some changes to the draft. It needs a couple more cuts and maybe even more changes but I thought I'd leave it here for now.
Augury Owl, Aether Tunnel, Aqueous Form, Vapor Snag, Whirler Rogue, Prison Realm, Hedron Archive, Archaeomancer, Drannith Magistrate, Kor Cartographer, Mnemonic Wall, Unwind, Momentary Blink, Ghostly Prison, Disdainful Stroke,
note: some of these are good cards and maybe should be put back in. I tried to focus on the combo and decided to cut some more basic synergy pieces that might deserve their places back.