Ninja of the Deep Hours

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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
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Ninja of the Deep Hours

Creature — Human Ninja

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

Whenever this deals combat damage to a player, you may draw a card.

sylvannos on my soldiers deck

8 months ago

I vote cutting Brotherhood Regalia, Abzan Falconer, and Basri Ket.

Brotherhood Regalia isn't needed because you're going wide and because you don't have anything that cares about dealing damage to your opponent (like Ninja of the Deep Hours or Sword of Fire and Ice). Abzan Falconer is just slow and you have plenty of doublestrike or token makers that giving them flying won't do anything other than win more. Basri Ket isn't doing much if there's a stalled board state.

legendofa on [EDH] Gorion Adventure Deck Review

10 months ago

Kappa Tech-Wrecker is removal, Moonblade Shinobi is battlefield advantage, and Spring-Leaf Avenger is recursion. Sakashima's Student is the high-budget option, and Ninja of the Deep Hours, Mistblade Shinobi, Walker of Secret Ways and Mist-Syndicate Naga are also slightly more expensive.

nuperokaso on Budget faeries

11 months ago
  1. If you plan to play Rune Snag, then it's better to play Consider rather than Opt. It's actually relevant that you can put cards into the graveyard.
  2. Into the Roil is obsolete. Replace it with basically anything else.
  3. In pauper, Faeries with enters-the-battlefield effects are usually combined with few ninjas. Maybe add two Ninja of the Deep Hours

K4nkato on Tinkerbell says “No”

1 year ago

Weekly Results:

UW Glitters: ❌✅❌

Defender Combo: ❌❌

Flicker Tron: ✅✅

Mono U Delver: ✅✅

Bounce spells are so good vs Glitters but I didn’t have enough of them in Game 3.

Round 2 was Smoke Shroud doing a ton of work but I drew five Islands in a row and couldn’t counter anything. I had to mulligan to four Game 2 and lost because I missed my turn 3 land drop :(

Round 3 Game 1 went fourty five minutes. Thanks to Weather the Storm I won after dealing 70+ damage. I won Game 2 after resolving two relics and beating them with Ninja of the Deep Hours with Smoke Shroud.

Round 4 was Ninja of the Deep Hours with Smoke Shroud beating up the delver player while Snaremaster Sprite tapped down their lethal attacks.

K4nkato on Tinkerbell says “No”

1 year ago

Some thoughts:

Moved Foil to one of my flex slots. Faeries is a deck that unique uses hidden information and cards in hand to force opponents to make uninformed decisions. The threat of Mutagenic Growth turns obvious blocks into potential risks. Brinebarrow Intruder and Saiba Cryptomancer make attacks and removal much more difficult for your opponent. Counterspell gatekeeps when your opponent can commit to an action. Foil adds an extra layer of stress by threatening an opponent even when you’re tapped out. The high MV and expensive alternative cost are notable downsides, but Faeries draws more cards than any other deck in the format. 3-for-1 trades are unprofitable for most decks but Faeries is fast enough and disruptive enough to make it work.

I only recommend running one copy of Foil. The card’s value comes from its scarcity. Opponents who play around Foil are intentionally slowing themselves down and making sub-optimal decisions to fight a card you might not have. Opponents who ignore Foil open themselves up to getting caught by it. This adds another layer of decision making for your opponent, increasing their odds of making a mistake. The more opportunities you give your opponent to mess up, the more games you can win to pilot error.

Foil occasionally puts you in a very difficult spot in mana-screwed games. If you have 2 Islands in play and 1 Island in hand + Foil, you have to ask yourself if you should keep the land for a free counterspell or play it for more mana. I welcome the difficult decision, but this opens you up to mistakes as well. It’s worth practicing these corner cases if you want to play Foil, but I think the risk is worth the reward.

Smoke Shroud is a promising card I decided to cut. This aura allows you to turn Ninja of the Deep Hours into the most jacked Delver of Secrets  Flip you could imagine, but there aren’t enough discard outlets for it. You never want to play it & Faeries doesn’t really mill or discard outside of Foil and Moon-Circuit Hacker. 5 situational sources just isn’t enough to enable this card. I’ll say though, if the Faerie mirror ever becomes a matchup in need of breaking, I think this card will do it. It’s very difficult to permanently answer and forces your opponent to block unprofitably.

I’m debating Force Spike over Spell Pierce in my flex slot, but only because I genuinely don’t know how good Force Spike is.

K4nkato on Mono-Blue FLASH Faeries

2 years ago

Meta blue Faeries runs Moon-Circuit Hacker and Ninja of the Deep Hours for draw. It also puts Sprites and Pestermites back in your hand for later. They don't have Flash but they have Ninjutsu, the next best thing.

If not, Arrester's Admonition is worth looking at.

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