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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 |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Smoke Shroud
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
Enchanted creature gets +1/+1 and has flying.
When a Ninja enters under your control, you may return this card from your graveyard to the battlefield attached to that creature.





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
Tinkerbell says “No”
1 year ago
Changelog: Added 1x Saiba Cryptomancer (the nerdiest magic card name ever. Excelsior!)
1x Smoke Shroud
1x Faerie Seer
Cut
kortioznikas on
Big Angry Turtle
2 years ago
I like the idea, but thinking if it would be possible to add few equipments, auras or other spells to pump your commander. Because you need to deal 16 commander damage and this means 3 attacks per player, but with pump spells attack count can be reduced to two. Adding 1 power would be enough, for example:
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Equipment: Bone Saw, Flayer Husk, Goldvein Pick, Leonin Scimitar, Mantle of Tides, Short Sword, Skyblinder Staff, Spare Dagger, Strider Harness
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Auras: Arcane Flight, Cradle of Safety, Ghostly Wings, Infiltrator's Magemark, One With the Wind, Rousing Read, Smoke Shroud, Spectral Flight, Viscerid Armor,
newhannes on
2 years ago
So for unblockables, I could run Triton Shorestalker and Changeling Outcast but I am thinking just using Ornithopter and Rogue Class to bring out the ninjas and Distortion Strike, Smoke Shroud, and Aqueous Form to give evasion to ninjas on the battlefield.
Guerric on
[Primer] Crouching One-Drop, Hidden Ninja
3 years ago
IN-
OUT-
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
3 years ago
February 11, 2022
What I am thinking about cutting one Neon Dynasty releases:
1) Azra Smokeshaper There's no question here, this one is going. It only ever made it in because it was a ninja we can reliably get out on turn 2, but we have better options now.
2) Swamp Given the amount of draw this deck has, combined with the fact that it draws on turn 2 consistently, makes it so that we rarely miss our land drops. We can afford to drop to 35 lands, and blue is the most relevant color.
3) Bolas's Citadel Its funny that I'm listing this, because I resolved this earlier the other day and was able to drop a boatload of ninjas that turn only to do mega damage to my opponents the following turn, resulting in a strong win. This card is amazing here if we can get it out early in the game when our life totals aren't a problem and we can seize the advantage. It also does six off the top, which is good whether we resolve it or not. Nonetheless, it's useless in our hand late game. We don't really run life-gain in this deck, and we don't have a lot of blockers. Later in the game this card is generally dead unless we draw it off Yuriko. It might stay and it might go, but my intuition at this time is that I might prefer a higher ninja count
4) Arcane Adaptation/Maskwood Nexus/Conspiracy I won't remove all of these, but likely at least one of them will go. In the old days when we had fewer ninjas these cards were key as they increased our ninja count. They are still good in that we still play a bunch of non-ninja enablers and other evasion pieces, but three is probably too much for the deck of tomorrow. These cards can be good, but are sometimes totally dead (when we have all ninjas on the board anyway), and are not critical in the way they were pre-Modern Horizons. At least one will stay, and at least one will probably go to make room for new toys.
5) Ink-Eyes, Servant of Oni He is such an iconic ninja, and just slightly under half of Yuriko decks still run them if EDHrec is to be believed. Unfortunately, I just haven't found him to be that great. Very often I find that there won't be any good targets for him in my opponents' graveyards, in which case he becomes a vanilla ninja that costs five to get out with ninjutsu. By contrast, Silent-Blade Oni and Fallen Shinobi will almost always get us something relevant, even if in the latter case it's just a land. I like the six off the top but I suspect I'll find a better use for the slot.
6) Smoke Shroud I really like this card and will probably keep it. There is a chance that I'd prefer another ninja though. The great thing about it is it always comes back from the dead and makes non-evasive ninjas evasive. The bad thing is that it only helps one ninja at a time. It's still good though, but not essential.
7) Whir of Invention It's always a weird world when you ponder cutting a tutor, and in particular one of my favorite artifact tutors. However, our artifacts are really cheap in this deck, and there aren't enough of them them to power improvise, so we usually overpay, and by the time we overpay for scroll rack or a mana rock we probably don't need it any more. Prosperous Thief could help with this if we can tap treasures, and Bolas's Citadel is a great target if we keep it. But I suspect things would be much simpler if we switched out Whir for Solve the Equation, which can grab a board wipe or Insidious Dreams.
BrassLord on
4 years ago
There's a few Legacy Ninja lists running around, same idea with the 0 CMC creatures! I'd recommend giving Modern Horizons a look through, they printed a LOT of ninja support in there!
Just a few creature upgrade suggestions, Yuriko, the Tiger's Shadow can put in a lot of work, drawing you cards and draining your opponent (I think a lot of people overlook this due to "Commander Ninjitsu," but it states you can either play it from your hand or the command zone, so it's all good!). Same goes with Ingenious Infiltrator .
If you end up going that route, Changeling Outcast is another unblockable ninja enabler.
Aether Tunnel and Aqueous Form are lower CMC replacements for Tricks of the Trade .
Depends on how cutthroat of a playgroup you're playing against, but I would suggest cutting the bounce lands for some fetches (whatever you can afford). A LOT of legacy decks run things like Strip Mine , and having your bounceland destroyed is setting you back almost two turns, making it a steep climb to catch back up.
Overall, the ninja strategy is pretty quick! In your current build, I don't see a lot of interaction with what your opponent is doing. Since you're running Dimir, you have a PLETHORA of interaction options, from Counterspell to Go for the Throat or Dismember and Thoughtseize . I'd recommend at least having some permission, removal, and hand control effects in your sideboard. If you'd like to double down on the aggressive ninja strat, Smoke Shroud can help with evasion and a small power boost.
In terms of specific cuts, I'd recommend cutting Minamo Sightbender , Sinister Possession Bladed Pinions Shuriken . I think there are more recent cards out there that do the same thing these do with a lower CMC!
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