Fallen Shinobi

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Fallen Shinobi

Creature — Zombie Ninja

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

Whenever this deals combat damage to a player, that player exiles the top two cards of their library. Until end of turn, you may play those cards without paying their mana costs.

Taida on

4 months ago

You might like Fallen Shinobi in place of Dragonlord Silumgar. It is not a perfect substitution, but I think your deck can easily get some unblocked creatures and ninjutsu it, and the cards you steal can be cast without paying the manacost, so avoids any problem with colored mana. Agent of Treachery is also very cool, but might have the same problem with manacosts as Dragonlord Silumgar, but has the upside of having an effect that is repeated through the turns and also you keep the permanents even if Agent of Treachery leaves the battlefield.

Also, I see the idea behind preferring Bloodchief's Thirst, but instant speed removal can be very helpful, and even though Fatal Push cannot hit creatures as big as Bloodchief's Thirst can, the instant speed makes for it definitely. You can always run something like Infernal Grasp, but for 2 mana you will always have a downside.

DreadKhan on Competitive dimir faeries- sideboard help!

1 year ago

Glad I could help! Baleful Strix is a very good stand alone card IMHO, people have tried to run stuff like Fallen Shinobi in Dimir Faeries to good effect, so I think you could justify using Strix, it's replaces itself and can kill something big. Palantir of Orthanc is another mainboard card that is less likely to get banned than The One Ring, it can also help you out, and can get in some damage, I think it's lower budget too.

Most of your sideboard seems reasonable, you have answers to a variety of decks in there. If you are adjusting the sideboard, you might want something like Thoughtseize to deal with fast combo decks that run counters, Thoughtseize can dig out most cards if you have it in your opening hand, and you can then hit the discarded card with Surgical Extraction to remove a combo piece from anywhere but the battlefield, which can make some decks suck. Hymn to Tourach is hard to cast, but if you think you can cast it turn 2 if you have it in your opener and you will be going first that game you could sideboard it in, it's an incredibly hostile card if it hits early, but it can whiff. You might want a board wipe if your board isn't big/fast enough, I run Damnation, not sure if there is better.

fluffyeel on Sen Triplets - Esper Control (Seeking Help)

1 year ago

I would joke about "how can it be a Stax deck without Smokestack", but that's separate, and instead I'll offer up some possibly evil advice:

philsonwilson on Witch's Brew

1 year ago

The website went down for a bit there and I appear to have lost part of my reply!

I wanted to mention Fate Unraveler and Ayara, First of Locthwain are great early on to add to the previously mentioned tick damage.

For extra punch with creature hits, Diviner's Wand can be great on cards like Fallen Shinobi or a flipped Kindly Stranger  Flip, but also Sedgemoor Witch (flying, menance and ward is always nice!). Speaking of Sedgemoor, her and Chittering Witch can add pesky little 1/1's that are great for sac fodder or adding to the poke damage we've accrued.

Durahan-Brewer on Ninjas

2 years ago

Yo ! Love seeing more Ninjas representation in decks, sweet brew friend

A suggestion would be to add some copies of Fatal Push since you're already in Dimir/UB. Fatal Push synergizes with Ninjutsu activating the Revolt requirement. Copies of Counterspell over Negate I think would be outright better for your brew too, being more U than B the UU shouldnt be hard to get over (1)U.

As for Win cons; I completely hear you. Ninjas are kinda soft in that department but there are options. Kaito Shizuki as you already have I would consider one, Mist-Syndicate Naga is an extremely sleeper card IMO, never seen something get out of control so fast. Fallen Shinobi is another option, being a fatty (5/4) it's hard to remove and can win off value from 1 connect. Albeit; it can also whiff and get nothing or sit in your hand w.o a way of getting on board.

I'm surprised to not see any copies of Ingenious Infiltrator in your brew. I would say II is genuinely the strongest Ninja printed currently in MtG. Outside of Ninja Tribe there can be other Win-Cons included; I run Faeries as my Enablers so I also run Bitterblossom as a Win-Con.

azja on Yuriko (Optimized) Primer

2 years ago

Hey @Spirits, sorry for taking so long to get back to you! You asked such detailed questions, so I wanted to make sure I had time to write out detailed answers :D

Karn's Temporal Sundering vs Capture of Jingzhou:

Like you said, just a budget consideration. Yuriko is my pet deck so I don’t use any proxies, but I highly encourage it for others! While the bounce effect of Karn's Temporal Sundering is nice, I’m thinking of replacing it with Time Warp or just cutting it altogether for Treasure Cruise.

Enablers:

Since I don’t have any combos, I’m all in on the Yuriko damage plan. So having an enabler at all times is much more crucial for me, which is why I play 15 of them. Comparing my list to others, it seems 15 is on the higher end, so you could probably get away with cutting a couple. You’re correct about Tormented Soul, it can’t be pitched to Force of Will, as well as the mana base being more blue-heavy. As for the flying enablers, they’re included for redundancy (since there aren’t 15 unblockable 1-drops). It’s pretty rare for every opponent to have a flying/reach blocker, and we don’t really care who we attack, so flying does a pretty good impression of unblockable. Plus, many of them have relevant abilities, especially Faerie Seer’s scry 2 and Wingcrafter which can give Yuriko flying. If you’re mainly trying to win with combo, I wouldn’t play any of the 2 mana enablers except Tetsuko Umezawa, Fugitive. But don’t underestimate Augury Owl in the “winning with big spells” shell!

Kaito Shizuki

I haven’t tried him out yet, so I’m also unsure whether he makes the cut. Normally I wouldn’t consider playing a planeswalker, since we’re not very good at blocking to keep them around for longer than one turn. But with Kaito, we’re guaranteed 2 activations since he phases out eot, so I think he’s worth testing out for sure.

Win-Cons:

I think the wincons you described are all totally viable. Most of the cEDH Yuriko lists win with Thassa's Oracle + Demonic Consultation or Tainted Pact since it’s only 2 cards and 3-4 mana (and tough to interact with outside of counterspells). Doomsday is significantly weaker than fish-consul, but its also a reasonable win-con. It’s convenient that cards that would go in the doomsday pile such as Gitaxian Probe and Street Wraith are already good cards for the deck anyway. When I first built this deck, I didn’t include doomsday for power level considerations. Now, I doubt doomsday would be too powerful for my playgroup to handle, but I decided to leave it out since I prefer to win with Yuriko’s ability.

Scheming Symmetry

Scheming symmetry is pretty much my budget replacement for Imperial Seal until we get a reprint. It’s true that you can do some cute plays with Nashi, Moon Sage's Scion or Fallen Shinobi. But most of the time, I save it until someone is below 16 life, choose them to tutor with me, put Draco on top of my library, and eliminate them before they can use the card they grabbed.

Mutavault

I’m a big fan of Mutavault since it allows me to rebuild a turn earlier after a boardwipe, or just to have an extra ninja that usually goes unnoticed by your opponents. Unfortunately, colourless lands are really, really awkward in this deck, so I wouldn’t play more than 1 or 2 at the most.

Drowned Catacomb, etc.

Since I’m currently playing 10 basics, I usually don’t have any problems with Drowned Catacomb and Sunken Hollow entering tapped. As for Mystic Sanctuary, it definitely sucks when you draw it and have to play it as a tapped island. But, imo it makes up for it in the late game when you can grab it with a fetch land and put an expensive spell on top of your library in response to a Yuriko trigger. If you’re including Tainted Pact, or just playing less basics in general, I would definitely cut those lands for City of Brass or River of Tears, like you mentioned.

Colourless Mana

I touched on this a bit in the Mutavault discussion, but you definitely want to stay away from colourless lands as much as possible. Although Ancient Tomb and Gemstone Caverns are really powerful lands in a vacuum, the early mana they provide isn’t worth it imo. I definitely agree with you that Reliquary Tower is a trap. I wouldn’t play it in very many decks in general, especially not in Yuriko. As for Glacial Chasm and Maze of Ith, they aren’t played enough in my playgroup for me to need an answer for them. But if they did become more popular, my plan would likely be to cut Mutavault and include Strip Mine/Wasteland instead.

I hope everything I explained made sense and was helpful to ya! Don’t hesitate to ask me more questions!

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