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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 |
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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 |
Nashi, Moon Sage's Scion
Legendary Creature — Rat Ninja
Ninjutsu (, Return an unblocked attacker you control to it's owner's hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever Nashi, Moon Sage's Scion deals combat damage to a player, exile the top card of each player's library. Until end of turn, you may play one of those cards. If you cast a spell this way, pay life equal to its converted mana cost/mana value rather than paying its mana cost.
CamraMaan on Nashi, Moon Sage's Scion and …
7 months ago
When Nashi, Moon Sage's Scion exiles a card from each player's library, since you aren't casting the card for free, should I assume I can pay any amount of life for X in an X-cost spell...?
azja on
Yuriko (Optimized) Primer
9 months ago
@Agieryna Apologies for taking so long to reply! I play edh less frequently these days, so I didn't have enough reps with my new Yuriko list to get back to you until now.
Starting with the ninjas, I've been very impressed by Moon-Circuit Hacker and Prosperous Thief; They have powerful combat damage triggers and cheap ninjutsu costs. I've also been liking Inkrise Infiltrator and Thousand-Faced Shadow which are easy to hard cast and evasive. I ended up cutting Dokuchi Silencer because I often didn't have a creature I wanted to discard, and if there is a problematic creature on board I'd rather just use a removal spell. I also found Nashi, Moon Sage's Scion pretty underwhelming, but I think it's reasonable to include if you play it with the Enter the Infinite/Thassa's Oracle combo.
I've also been pleased with Memnite and Phyrexian Walker. I didn't play them before because they don't have any evasion, but the tempo advantage they provide is so much higher than a 1-mana enabler that they're worth including. Network Disruptor has been amazing: A 1/1 flyer that also taps down a blocker is really powerful.
As for the evasion package, Cover of Darkness is much stronger than it used to be due to the higher number of playable ninjas, same goes for Wonder. And like you mentioned, Entomb is strictly for grabbing Wonder. I haven't run into the situation where I don't have a target for Entomb yet, but that's something you sign up for when you play a tutor that has only one good target.
I think that covers most of the new changes, let me know if you have any other questions/comments!
Kasdenyn on Guerric
10 months ago
Hey, random question about playing/casting opponent card until end of turn. How long do you control an opponent's card when using Nashi, Moon Sage's Scion? I'm confused about the wording "until end of turn," "play" and "cast". Do you control the card, if a permanent, until the end of the game? Thanks
Kasdenyn on Kasdenyn
10 months ago
How long do you control an opponent's card when using Nashi, Moon Sage's Scion? I'm confused about the wording "until end of turn," "play" and "cast". Do you control the card, if a permanent, until the end of the game? Thanks
Kasdenyn on KrazyCaley
10 months ago
Sorry for the question in maybe the wrong area, but do you know how long you control an opponent's card when using Nashi, Moon Sage's Scion? I'm confused about the wording "until end of turn," "play" and "cast". Do you control the card, if a permanent, until the end of the game? Thanks
Kasdenyn on Nishodus66
10 months ago
Do you know how long do you control an opponent's card when using Nashi, Moon Sage's Scion? Sorry, I tried the rule section, but could't figure it out. Thanks
TheoryCrafter on Cards that exile Libraries in …
11 months ago
Any creature with Ingest including, but not limited to, Dominator Drone, Fathom Feeder, and Salvage Drone exile the top cards of graveyards each time they deal combat damage.
Other cards that exile after doing damage include, but aren't limited to, Lord of the Void, Nashi, Moon Sage's Scion and Skullsnatcher. Rogue Class also permits this on creatures.
Each Ashiok Planeswalker except for Ashiok, Sculptor of Fears exiles cards. All of them have some sort of graveyard or exile interaction
Planar Void allows for the cards to be directly exiled from the graveyard. If you add this one, be sure you include Syr Konrad, the Grim.
Another shuffling shenanigans card you may wish to consider is Archive Trap.
If your opponent is somehow able to get cards into the graveyard before they can be exiled, other options include Bojuka Bog and Surgical Extraction.
I hope this helps. Happy Hunting!
azja on
Yuriko (Optimized) Primer
11 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
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!
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 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.
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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