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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Legendary Planeswalker — Kaito
At the beginning of your end step, if this entered the battlefield this turn, this phases out.
+1: Draw a card. Then discard a card unless you attacked this turn.
-2: Create a 1/1 blue Ninja creature token with "This creature can't be blocked."
-7: You get an emblem with "Whenever a creature you control deals combat damage to a player, search your library for a blue or black creature card, put it onto the battlefield, then shuffle your library."
3 weeks ago
It doesn't matter it's just weird to see Jace with Swords
3 weeks ago
I love it. The only difference I would have done is I would have made it Kaito Shizuki instead of Jace
5 months 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.
5 months ago
Kaito Shizuki and The Wanderer are both from Kamigawa.
9 months ago
Sherisi, Enlightened Serpent
Legendary Planeswalker - Sherisi
When ~ enters the battlefield, until your next turn, if a creature an opponent controls would deal combat damage to it, destroy that creature.
+1: If you control a Snake creature, create a 1/1 blue Serpent creature token with hexproof. If you control a Serpent, create a 1/1 green Snake creature token with deathtouch.
-3: Draw cards equal to the number of either Snakes you control or Serpents you control, then discard a card.
-8: You get an emblem with "Creatures you control with deathtouch have Infect. Creatures you control with hexproof have Flying."
10 months ago
Diversity Thanks for the comment! I replaced Training Grounds with Heartstone and as far as unblockables go I know its a tad low but there are a few flyers and Higure, the Still Wind as well as Kaito Shizuki to kinda make up for it. Though I do want to find some space for more. Once again thanks for the comment!!
10 months 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
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.
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!
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.
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 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.
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.
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!