Biting-Palm Ninja

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Biting-Palm Ninja

Creature — Human Ninja

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

This enters the battlefield with a menace counter on this creature.

Whenever this deals combat damage to a player, you may remove a menace counter from this. When you do, that player reveals their hand and you choose a nonland card from it. Exile that card.

Guerric on [Primer] Crouching One-Drop, Hidden Ninja

2 years ago
The final updates for Neon Dynasty are made! All of my reasoning behind these changes is in my previous card reviews posted in prior comments on this page, so I'll just post the final list here, along with some commentary on the final decisions.

IN-

Thousand-Faced Shadow

Silver-Fur Master

Moonsnare Specialist

Dokuchi Silencer

Prosperous Thief

Covert Technician

Moon-Circuit Hacker

Takenuma, Abandoned Mire

Otawara, Soaring City

Secluded Courtyard

Solve the Equation

OUT-

Bolas's Citadel

Ink-Eyes, Servant of Oni

Maskwood Nexus

Conspiracy

Azra Smokeshaper

Whir of Invention

Smoke Shroud

Island x2

Swamp x2

I'll keep you up to date on how these changes go, though I expect them to improve the deck quite a bit. My main agony was between whether to cut Arcane Adaptation or Conspiracy. The former is obviously easier to cast and more efficient since you can often use it and then do something else on the same turn. This ultimately dictated my decision. On the other hand, the latter is more flavorful, deals more off the top with Yuriko, and when you use these cards you usually aren't worried about casting more than one spell per turn. I might reverse this later, but this is where we are at for now.

I also would like to try Biting-Palm Ninja, but it will remain out for now while I test the new cards I've added. I also hate cutting Smoke Shroud, which is always more useful than one things, but with a better curve it may be less critical.

I ultimately ruled against Satoru Umezawa, who just seems a bit redundant in this deck, though I will be curious to hear from others how he does and might consider it in the future. I also am not super thrilled by Nashi, Moon Sage's Scion, but will be curious to hear what others feel as well, including whether they think it better than Silent-Blade Oni or Fallen Shinobi, which are the cards it would likely replace.

Guerric on [Primer] Crouching One-Drop, Hidden Ninja

2 years ago

February 1, 2022- Continuing thoughts on Neon Dynasty spoilers

Several more spoilers are posted, so I'll comment on all of the ninjas.

First of all, the not-so-great

1) Futurist Operative On the surface this might seem promising in that it is a ninja that can become a 1/1 unblockable creature (hence a ninja enabler) when tapped. Unfortunately it loses its ninja status when it attacks (hence it will never give us Yuriko triggers), lacks ninjutsu, and costs four mana to get on the board. I'd way rather keep Whirler Rogue which gives me so much more, or just play another evasive one drop. Pass on this one.

2) Tatsunari, Toad Rider The upside of this is that if you can cast it for three, then cast an enchantment, then use its two mana activated ability, you can get two unblockable ninja enablers, only one of which can get Yuriko triggers. That's a lot of hoops to jump through. Also, it cares about enchantments and aristocrats stuff, which is totally off theme for Yuriko. I love the flavor of a toad riding ninja, but I don't think this will make it.

3) Dokuchi Shadow-Walker A vanilla 5/5 ninja isn't impactful enough for commander. Enough said.

Secondly, the Promising

1) Biting-Palm Ninja The best thing about this ninja is that we can get it out for three and it has menace, giving us some evasion to either get us a Yuriko trigger or enable a more powerful ninja. The fact that we can remove a counter to get an upgraded Thoughtseize at instant speed, perhaps after a tutor is played, is a nice plus. What is even better is using menace to give it evasion, removing the counter after blockers are declared, then returning it to our hand to activate ninjutsu for another ninja, then re-deploying it with the counter. I can't guarantee this makes it, but there is a lot of potential.

2) Silver-Fur Master An inexpensive ninja Lord who also discounts our ninjutsu costs in quite good. The only downside is that he shuts of Tetsuko Umezawa, Fugitive, but that is a very particular case. The decision here is whether this downside is a major drawback, as well as if it lowers our curve so much that we don't do enough damage with our Yuriko triggers. I'll definitely try it out though.

Thirdly, the Good

1) Covert Technician This is a lot better than it might seem on the surface. One of the early tensions in Yuriko is between getting out ninjas and getting our draw engine going on turn two or three versus not doing that to ramp in order to get resources for the long term. The fact that this can come out swinging on turn two while also dropping our mana rocks or scroll rack for free is a really strong early game piece. Even late game its cheap ninjutsu cost will help us to put out multiple ninjas in one turn to help us close things out. This is one of the stronger possibilities out there.

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