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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Creature — Human Wizard
Soulbound (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both.)
As long as Wingcrafter is paired with another creature, both creature have flying.
1 month ago
more counterspells, add draw card/scry/tutor, and remove some creatures or use your creatures for better utility abilities like counterspell, draw card, removal, etc. Defenders can't protect your Azor's Elocutors from removal and by turn 5, you're likely to have used any Counterspells you've drawn.
Send Wingcrafter to the sideboard.
Wall of Omens seems to fit your theme of defensive creatures and it cantrips, which you definitely want to help cycle through the deck to get to your wincon. I don't think this is a great direction to go, but I think it's better than at least one of the defenders you're already including.
Judge's Familiar (maybeboard) won't be good unless you can pump it.
Cut Ring of Three Wishes, as its MV to cast and activate are just way too high.
4 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!
4 months ago
Thanks for all the great information, very much appreciated.
I've removed River of Tears and replaced with Tarnished Citadel. I prefer not to rely on an Island or Swamp for something like Drowned Catacomb (Not a T1 land) or Choked Estuary. Urborg, Tomb of Yawgmoth is out, likely helps opponents more than me anyway. Can't decide if Ancient Tomb any good here or if it's better than Tarnished Citadel, I think the T1 is more important than .
Wingcrafter T1, and then Commander Ninjitsu doesn't give it flying? T3 it's paired with Yuriko, the Tiger's Shadow. It's unlikely it won't have a target to attack T2 though without flying, not 100% but pretty likely.
Tormented Soul totally makes sense with the number of cards that need to pitch blue cards, and with how many CMC1 unblockables there are.
Prosperous Thief feels ok with the treasure, but only creating one is borderline. Am I missing any other key ninjas? There are a couple with ninjitsu with CMC1 which isn't bad for the draw, but their own abilities not that exciting?
I think Thassa's Oracle will be the main win-con, and Yuriko, the Tiger's Shadow damage with control/turns will be the alt. Avoid diluting any more cards. If Thassa's Oracle is exiled, likely games over before could get to a second anyway, Yuriko, the Tiger's Shadow is always there and can be taken advantage of.
Should Moon-Circuit Hacker be in here too for another drawing ninja? Or just try and tutor the best ninjas and try an win?
Kaito Shizuki feels wrong tempo / timing for the deck to me. I'll let others test him lol.
Scry 3 seems good, adding the Augury Owl to my maybeboard.
I'm thinking this is v1 for testing? Any glaring misses I should fill before spending a million bucks ehre lol.
4 months ago
Just to not clutter up azja's feed, I'll give my input to the questions you asked. I'm no azja, so I can't answer for them, this is just my educated guessing.
Capture of Jingzhou is rather expensive, and it's easier to just run something like Time Warp over it. But for Karn's Temporal Sundering, it domes for 1 more when it's a trigger off Yuriko, the Tiger's Shadow, and it has a Void Snare attached to it, which could clear out some other problem like Platinum Angel (niche example, but gets the point across), or put a ninja back into your hand so you can ninjutsu it out on the extra turn.
Kaito Shizuki requires further testing. in most cases, it's 3 mana for a single unblockable ninja token and a filter the following turn. You'll hardly ever even want to get the emblem due to trying to win through Yuriko, the Tiger's Shadow triggers utilizing small ninjas and not cheating out something big. It's more beneficial to have ninjutsu creatures in your hand so you can get them to hit an opponent utilizing an enabler rather than trying to find some way to deal combat damage with a rather lackluster attacking ninja.
Yuriko, the Tiger's Shadow enablers want to b as cheap as possible. There's a HUGE fall-off from having a 1 CMC enabler to having a 2 CMC enabler to where that extra mana, and delaying Yuriko, the Tiger's Shadow from hitting someone turn 2 better be a big payoff. Faerie Seer and Spectral Sailor are both 1 CMC enablers, and flying is generally scarce enough early game to where it effectively says "unblockable". Wingcrafter is a way to grant Yuriko, the Tiger's Shadow flying so she can activate her own ability fairly reliably, it also let's you cycle ninjas out by giving one flying, and using ninjutsu shenanigans to keep more expendable ninjas on the board. Example, you could have it paired with a Skullsnatcher, swing it in, ninjutsu it out for a Fallen Shinobi, then after damage (after the triggers and before combat is over) ninjutsu the Skullsnatcher back in so that the Fallen Shinobi can stay a little safer in your hand. Augury Owl Sage Owl being able to see 3/4 cards into your library helps set up a big Yuriko, the Tiger's Shadow play, or can at least give u information to see if you'll get answers to threats or if you need to crack a fetch as you nothing coming up and need to refuel, etc. That extra digging and set-up is basically a Sensei's Divining Top activation, but on an enabler body.
There's no instant-win combo in the deck because azja doesnt like them. "But I don't really enjoy playing combo decks, so I've opted to not include the aforementioned Demonic Consultation & Thassa's Oracle combo.". Having said that, Yuriko, the Tiger's Shadow is typically a really fast agro deck. It will have the general agro problems of puttering out if faced with a deck that has enough lifegain and board wipes. But that deck was also designed more in the cEDH realm, so if a game is going longer than 6 turns, the super control deck is probably going to win anyways. As for trying to throw in more alternate win-cons, you usually want to avoid that. If you need multiple cards for an alternate win-con and they cards otherwise could either be dead, or put you behind in your initial game plan, they are just a hinderance in cEDH. Every individual card needs to be doing something to push you further. You can't have dead combo pieces in hand when you have 5-turn games. Thassa's Oracle is more often than not a dead card in decklists like this. You need a deck build around what it wants you to do, otherwise it's just a 1/3 for 2 mana, and Yuriko, the Tiger's Shadow really doesn't need that baggage.
Scheming Symmetry isn't really a "play and win" card, it's just another 1 CMC top deck manipulation card. It also works REALLY well if you have something like Fallen Shinobi in hand, waiting to hit the person you just let search their library.
"Also, would avoiding the enters tapped lands be better? E.G. Drowned Catacomb, Mystic Sanctuary, Sunken Hollow be far better as say City of Brass, Urborg, Tomb of Yawgmoth, River of Tears, Etc.?" River of Tears is a bad card to try and deal with when you're running on a really low curve. If you play it turn 1, it adds B, so you can't play your 1 CMC enablers aside from Gingerbrute. If you play an island turn 1, and River of Tears turn 2, you now have double blue on turn 3 with no black, and if you play a black mana land, you now have double black and only one blue. If you need the double blue and a black, you would need to tap it before playing a land, but doing something like that makes it so you can't use it for ninjutsu. It's just a hassle of a land and adds too much to keep track up when there's already a lot that's going on in an EDH game. Urborg, Tomb of Yawgmoth is basically just a swamp. City of Brass would generally be a good include though, assuming you're ok with the price tag and games aren't typically decided by 4 life. Drowned Catacomb will generally always come in untapped if you play right due to the amount of fetches. Mystic Sanctuary will generally come in untapped in a deck this heavily blue, and the upside of being able to recur an answer or even a big spell that Yuriko, the Tiger's Shadow can trigger with makes the chance of it coming in tapped irrelevant. Sunken Hollow is the worst offender of the 3, but it still has the basic land typing, so it can be fetched. And that upside is generally enough to warrant including it.
4 months ago
Couple early questions if you don't mind. Let me know if I'm a bother :) My Yuri Deck
You have 15 enablers, I read the notes on them, couple questions. What's the critical mass on this, like would 10 be deterimental. When I did a rough pull in had the following questions:
Kaito Shizuki thoughts? I'm worried that the CMC3 for the -2 is the wrong tempo/timing, but, he does come in, make a unblockable, then phase out to also get the draw next turn. If you don't need the unblockable, it's draw 2 for CMC3, tough to see hitting his ultimate at 7. 3CMC planeswalker are usually good, some I'm tempted to think this one will be too? But I have no play experience on this deck.
I just can't get my head around the flying evasion guys though, Faerie Seer, Spectral Sailor, Wingcrafter, Augury Owl, Sage Owl. They feel "sub-optimal" to me and difficult to include, but as I said what's the critical mass here? I was considering Baleful Strix in the 2CMC drop, just because he replaces himself in hand (which may just be discarded anyway, but looting never that bad anyway), with deathtouch less likely to be blocked by flying/reach, and he can be an effective (deathtouch) defender.
I've roughed in "12" for the timebeing.
Honestly my first thought was this is a turbo-draw to tutor, fish-pact/fish-consul strategy. I was looking at Tatsunari, Toad Rider instead, but I think I like "big splashy spells" more than the aristocrats method. So that got me thinking, what the heck do I win with, is this viable or am I off-base here:
Tertiary Maverick 'Turn and Burn': Temporal Trespass, Temporal Mastery, Temporal Manipulation, Capture of Jingzhou with perhaps something like Sea Gate Restoration Flip or Dig Through Time as possible damage enablers in addition to the 'turn'.
I skipped Secondary intentionally, is there no room here for a Doomsday? I can think of multiple stacks with varied CMC, E.G. if devotion to blue 3 + Doomsday + Thassa's Oracle (BBBUU) is a win, if you don't have Thassa's Oracle, somethig like Doomsday + Gitaxian Probe/Street Wraith into a Night's Whisper or something could be around CMC7, Gush kinda useless here for a CMC3 (BBB) stack.
Thoughts on that? I see you intentionally don't run the fish, but this seems viable for this deck?
For Scheming Symmetry doesn't the player just pull a counterspell to stop your win, does it really "win on the spot", if you have to pass it feels useless, but with Nashi, Moon Sage's Scion or Opposition Agent it does work. Reliability? I "should"? run it?
Has Mutavault been enough value for a possible swing vs. the downside of the colorless mana? It dodges board wipe and is a ninja, so kinda-of makes sense to me, but I'm on the fence?
I do have TOO MANY potential colorless mana Ancient Tomb, Gemstone Caverns, Reliquary Tower, Strip Mine. I feel like Reliquary Tower is a trap and I should remove, where I feel like, what's my strategy vs. a Glacial Chasm or Maze of Ith.
It's still a work in progress, I think I need more Ninjas then I have, still evaluating them one by one, and trying to figure out what each tutor gets me, but first I need to know what my win-con plans are to know what i'm looking for!
Thanks for any feedback you can provide.
8 months ago
1 year ago
Hey, saw your forum topic asking for help. Good build on such a low a budget. Realistically to make much improvements you're going to have to be able to spend more than $30 for your deck.
My advice is to lower the mana curve by adding more low CMC Wizards and more low CMC instants and sorceries that draw cards. End the curve with two five drops Wizards: Azami, Lady of Scrolls, Shipwreck Dowser and one six drop Archetype of Imagination. I suggest playing double the amount or more of instants and sorceries than Wizards because technically you don't need other Wizards because Adeliz can pump herself. Still have a strong base of low CMC Wizards, just a smaller one.
Since Adeliz can pump herself and has flying she is really your best win condition doing 21 Commander damage to each opponent. The problem with Adeliz is she doesn't provide card advantage only pump therefore you need a lot of other cards that draw cards to fuel the pump.
Some Wizards can help for card advantage:
- Windrider Wizard: lets you draw each time you cast an instant or sorcery or even a Wizard and he has flying which makes him a threat to attack. If just about every card you cast draws you a card then that's a nice advantage to keep drawing instants/sorceries/Wizards.
- Burning Prophet: repeatable scry is powerful when you want to draw certain cards and not lands or other cards. She can filter away lands so that you draw instants/sorceries/Wizards.
Consider more low CMC Wizards? That way you can establish a Wizard army quicker and get faster benefits from Adeliz with other Wizards. More low CMC flying Wizards can benefit much more from the pump from Adeliz because they can more easily do combat damage to an opponent:
- Siren Stormtamer
- Wingcrafter: way to give a Wizard who doesn't have evasion flying such as Burning Prophet and soulbond can change creatures.
- Faerie Seer
- Kaza, Roil Chaser
- Lightning Stormkin
- Dreadhorde Arcanist
With more low CMC flying Wizards then cards such as Bident of Thassa and Reconnaissance Mission can draw a lot of cards since you draw a card for each creature who does combat damage to a player. This is a way to keep refilling your hand with instants/sorceries by attacking with Wizards even if you don't have instants/sorceries to cast. Flying Wizards are still going to do combat damage to a player and draw cards. Shared Animosity is repeatable pump for each attacking Wizard you control. This repeatable effect is in addition too any pump that Adeliz does.
Izzet has a wealth of good low CMC budget instants/sorceries that draw cards that are staples of Commander:
- Preordain, Serum Visions, Ponder
- Brainstorm, Faithless Looting
- Windfall, Frantic Search
- Impulse, Chart a Course, Thrill of Possibility
Some budget lands upgrades to consider:
- Command Tower: staple of Commander for two or more color decks.
- Unclaimed Territory
- Path of Ancestry: repeatable scry when you cast a Wizard.
- Shivan Reef
- Mystic Sanctuary: recur a instant or sorcery from your graveyard.
Good luck with your deck.
2 years ago
You do not have enough evasive creatures nor do you have enough ways to make it difficult to block onboard ninjas. I've been fiddling with a Yuriko deck since her release so I'll point you to some true gems in the evasion category.
Cover of Darkness: Not only thematic but very effective at making it difficult to block ninjas.
Key to the City: Make target creature unblockable for 0 mana. Yuriko decks draw like mad so discarding a card won't hurt as usually we have to discard to hand size at end of turn anyway. More fuel for delve too.
Smoke Shroud: 0 mana evasion that's recurable for a ninja. Pitch it from overdraw but honestly 2 mana is still cheap if you have to cast it.
Bitterblossom: Expensive to purchase ($30...) but an unlimited source of 1/1 flyers come in handy for chump blocking and sneaky ninjas into play. Faeries also play a lot of tricks and are sneaky so they kind of fit into the deck seamlessly.
Trickery Charm: This card was MADE for Yuriko. Every mode is good at a different point in the game.
Wonder: Have you ever seen the Kung Fu movie Hero? There's a scene where two guys are fighting while dancing on water and it's super cheesy but I love it. Pitching Wonder to overdraw is not hard and you get to make all the flying ninja sounds you want when you attack now!
Tetsuko Umezawa, Fugitive: Lots of ninja's and evasive creatures have power or toughness 1 including Yuriko. Even using him as your unblockable to shuttle in ninja's isn't so bad at 2 mana.
Wingcrafter: More flying ninjas, what's not to love!? It's cheap and can give another ninja evasion so it's a strong card in my opinion. It's decent on T1 without flying even because you only need one opponent open to swing at and it's doubtful each opponent will drop a creature.
Faerie Seer: Reusable Scry 2 on a flyer that sets up Yuriko triggers beautifully.
Mothdust Changeling: Is it a bird? Is it a plane? Well its a ninja. Keep away from bright lights.
Siren Stormtamer: Cheap flyer that protects your stuff later in the game.
Baleful Strix: A very annoying card for our opponents to play around unless they have flying tokens.
Thalakos Seer: Might as well read unblockable.
Cloud of Faeries: Essentially a 0 mana 1/1 flyer. Ninjitsu is a mana hog so deploying our evasive creatures for free is extremely valuable.
Spellstutter Sprite: Plenty of 1 CmC spells are played in EDH like Swords to Plowshares, Chain of Vapor, Sol Ring, Nature's Claim, etc. With more faeries out it can start hitting bigger spells but sometimes its just nice to flash in a flyer at EoT to get psuedo haste.
Nether Traitor: Probably the best creature printed with Shadow. Haste and it's recursion ability make it invaluable. Not a bad card to pitch to overdraw either and just sit with a up waiting for the inevitable board wipe.