Yuriko, the Tiger's Shadow
Legendary Creature — Human Ninja
Commander Ninjutsu ( Return an unblocked attacker you control to its owner's hand: Put this card onto the battlefield from your hand or the command zone tapped and attacking.)
Whenever a Ninja you control deals combat damage to a player, reveal the top card of your library and put that card into your hand. Each opponent loses life equal to that card's converted mana cost.
|Have (3)||Forkbeard , , jecder|
Combos Browse all
|Commander / EDH||Legal|
Yuriko, the Tiger's Shadow occurrence in decks from the last year
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Yuriko, the Tiger's Shadow Discussion
1 week ago
I love Yuriko, the Tiger's Shadow this is a great deck! A few considerations for big damage on her flip:
some 0 and 1 drops to consider as well:
some ninjas to consider:
for any other ideas check out my deck if you'd like:
1 week ago
January 7th Show
Snow Bolt, kinda.
Foretell is basically hand-morph, I like it.
Niko Aris' Shard tokens are basically Clues + scry 1. Oh and they're enchantments!
Tibalt finally graduates to , while usurping not!Loki in the process. Incidentally, he can be played as your commander.
Koll, the Forgemaster: Go infinitive mana with a CMC 0 creature + Equip cost 0 Equipment and an altar/krark's I guess. There's probably something more fun to do, but I'm going to leave that to the usual suns_pect.
1 month ago
So my play group is going for a 1v5 Archenemy/Planeschase weekend (along with other games) and I was picked to be the Archenemy so i was wondering what I should build? My friend already told me a head of time so I can plane ahead. The decks are going to be Marisi, Breaker of the Coil extra combat, Neheb, the Eternal Burn (IDK why), Alesha, Who Smiles at Death aggro, Ghave, Guru of Spores Token Swarm deck and a Yuriko, the Tiger's Shadow Ninja Tribal. Does anyone have any Ideas of a commander that could put up a good fight?
3 months ago
Hey there Kronhamilton,
First of all, I like the improvements you’ve made to your deck. It’s already looking a lot slicker and I can see you’ve made some very fun looking changes to how the deck plays.
You’ve got a nice array of threats (I always love to see the Bringers and Ur-Dragon) and a decent amount of ramp which are both a big plus. Additionally, you’ve got the beginnings of some nasty graveyard synergy shaping up, which looks really, really cool as a sort of plan B.
That being said, I’d like to make a few suggestions to help guide you toward a more consistent and powerful Golos deck. Please remember that these suggestions are just my informed opinion, and that I totally respect whatever deck choices you decide to make. I really just want to help you get comfortable with deck building and learning what to look for in a ‘good’ or ‘bad’ card.
I would encourage you to add 2 Lands, 3 Removal cards, and 8 Draw cards. I’d also think about adding 2 more Ramp cards, but that is less critical to the overall health of the deck. Your Threats look great and I think your Sweepers are also appropriate. Anything that synergizes with your graveyard backup plan is great.
There are a couple of things to think about as you play this deck; 1. “Am I happy or sad to be holding this card in my hand or drawing it off the top of my deck?” – If a card seems to constantly be ‘the wrong card’ for the situation, or you can never seem to cast it, or you always play other cards instead, or you tend to die while holding a certain card, then you probably want to think about how well that card fits in your deck and whether or not you should cut it or modify the deck to support it. 2. “What ongoing advantage does this card give me?” – Some cards seem like a decent card based on having decent power/toughness, a fair cost, and some neat keywords or abilities. Just having those upsides alone though doesn’t make a card truly powerful. Instead, try to think about what ways a card can synergize with your deck to create crazy effects or otherwise how it will become more dangerous as the game progresses (like a Quartzwood Crasher, Scute Swarm, or Giant Adephage). Additionally, try to find cards that do multiple things such as Chasm Skulker which gets bigger when you draw cards and also explodes into tokens when it dies, or even Ravenous Chupacabra which deals with a threat and also acts as a blocker when you are facing pressure. The key is finding a way to levarage the most amount of value in each individual card – even a 2 mana ramp spell will set you up to play all of your future spells 1 turn earlier than normal for the rest of the game, which can be an insane advantage when you think about it. 3. “Am I out of options?” – If you can’t seem to find a solution to a problem or you’re ‘running out of steam’, then it is likely that you need more card draw and more ways to create ‘engines’ that accrue value. An example of an engine would be Fertilid + Evolution Sage or Rampaging Baloths + Elemental Bond or Kruphix, God of Horizons + Victory Chimes or Atraxa, Praetors' Voice + Ajani, the Greathearted or Anointed Procession + Endless Ranks of the Dead or Search for Azcanta Flip or Deadbridge Chant or Mind Unbound, etc.
Your ramp looks pretty good with 10 dedicated Ramp cards. I’d suggest adding 2 more Ramp spells to really help speed things up early. Examples would be Kodama's Reach, Llanowar Elves, Wild Growth, Farseek, Rampant Growth, Springbloom Druid, etc.
Ramp - 10
Azusa, Lost but Seeking - you don’t have enough land + card draw to really capitalize on Asuza’s ability.
Empowered Autogenerator – this card is vastly too slow to be considered a true Ramp card. At best I would call it a ‘Ramp Support’ card, because it is there to slowly help you in the late game, not propel you in the early game like a true Ramp card (Rampant Growth, Farseek, Fertile Ground, Llanowar Elves, Wild Growth)
Overall, I think your card draw package needs a little bit of love. I want to note I see a lot of ‘looting’ effects like the ones on Teferi, Master of Time or Obsessive Stitcher and while these cards are great for a graveyard strategy they still don’t count as card draw. I’d keep most of these ‘looting’ type cards, but try to find cards that get you about 2 or 3 cards such as Harmonize, Concentrate, Escape to the Wilds, Urban Evolution, Moldervine Reclamation, Deathreap Ritual, Recurring Insight, Mind Unbound, Underworld Connections, Cloudblazer, Mulldrifter, Drawn from Dreams, Return of the Wildspeaker, Harvester of Souls, Momentous Fall, Dream Trawler, Keeper of Fables etc.
Draw - 2
Barrin, Tolarian Archmage – drawing 1 card does not really count. If anything, Barrin is like slow, bad removal for dealing with your opponents’ stuff temporarily. If you’re interested in reusing Golos’s land finding ability I would recommend playing Soulherder instead.
Solemn Simulacrum – He has sort of ‘incidental value’ with his death trigger but doesn’t actively net you a bunch of cards like Keruga, the Macrosage or Beast Whisperer. Sad Robot is still great though.
Titanoth Rex – still keep this guy because he is a threat that isn’t dead in your hand on turn 5.
Void Beckoner – same story as the Rex
Teferi, Master of Time – Teferi’s great, but he is really at his best when you’ve got 4-7 card in hand so that you can throw a bunch of big threats to the graveyard and hopefully draw a reanimation spell. Other than that, Teferi isn’t going to refill your hand so he doesn’t count as true draw.
Your removal package looks like it needs a couple more additions to keep your deck responsive and able to handle imminent-doom type threats. It is worth noting that cards like Blatant Thievery or Mythos of Illuna can save you in certain situations, but be wary of their crazy mana costs and the fact that they are not instant-speed answers. Examples include Mythos of Nethroi, Beast Within, Price of Fame, Reality Shift, Terminate, Return to Nature, Putrefy, Utter End, Eat to Extinction, Murderous Rider, etc.
Removal – 4 (aim for 7)
There are several cards that I would consider cutting first when modifying the deck.
- Lukka, Coppercoat Outcast - he relies very heavily on luck and only interacts with creatures. This makes him good with only 30% of your deck. Additionally, Lukka can’t ‘protect’ himself like Garruk can (making tokens to block for him), nor does he have an immediately accessible removal ability like Teferi. Overall, Lukka is interesting but a little lacking in consistency, defensibility, and power.
Azusa, Lost but Seeking – you don’t have enough land + card draw to really capitalize on Asuza’s ability. Yes, you can use the double lands (like Gruul Turf) to bounce a land to hand and then play that land with Asuza, but realistically that’s such a narrow and relatively tame synergy (in this non-landfall deck, that is) that you would be better off playing a Farseek or a Rampant Growth or even a Fertile Ground.
Sparkhunter Masticore - This little fellow has a major drawback and no seriously crazy abilities that make him worthwhile. Yes he can deal with planeswalkers, but so can a Murderous Rider or an Eat to Extinction. Yes he can be an indestructible 3/4, but you have to pay 3 mana just to make him indestructible. Under normal circumstances that’s 6 mana for a 3/4 that dodges death one time - a 3/4 just isn’t fantastic. The biggest bad news about this robocat is its “additional cost to cast” ability which means that even if you hit it with Golos’s ‘Rainbow Wheel of Death’ ability, you still have to discard a card for a 3/4. I just honestly think you’d rather have a removal spell (Beast Within, Mythos of Nethroi) instead of this cat any day.
Pursued Whale - While this whale is kinda cool and he does force combat, he is just sorta expensive for what he does. 7 mana for an 8/8 is pretty standard and giving your opponents tokens (that they could just attack you with or sacrifice to an effect) can be a bad idea in some situations, such as when they have an Beastmaster Ascension or a similar effect on the field. While his semi-hexproof ability (3 more mana to target) seems nifty, that is one of the only really powerful highlight abilities of this card, meaning that ability is protecting a relatively low-powered card. A couple immediate alternatives come to mind for me; Geode Rager to force combat AND keep you safe, and Dream Trawler for a flying, hexproof, lifelinking, card drawing threat.
Renata, Called to the Hunt - She just isn’t fantastic. You aren’t playing a devotion centric deck in which she might become a 10/10, and your strategy doesn’t really care about 1/1 counters either. I would consider replacing her with a Harmonize or another 3 or 4 drop with more impactful abilities. Heck, even another reanimation spell could be nice like Unburial Rites or Grave Upheaval since your deck seems to have some tendency to but things in the graveyard for later.
Lorescale Coatl - Cards like this (or his bigger cousin Chasm Skulker) are really designed for “wheel decks” that play “wheel effects” like Windfall or Reforge the Soul. He is fine, but really not much better than that. If you want a threat that can grow faster and do more important things, try Managorger Hydra or even Scute Mob.
Colossification - This aura is too expensive, taps your creature down, and worst of all is an aura. Auras are generally quite bad because your opponent can destroy your creature and the aura attached to them with one spell – and odds are they’ll do that because it is usually too juicy not to. The fact that you can’t attach Colossification and attack immediately means that your opponents will have a full turn to deal with it before you get a chance to use it (and keep in mind your Colossified creature needs to survive 3 opponents’ turns!). This means you’ll most likely run out of cards in a hurry without accomplishing anything.
Door to Nothingness - Unlike Progenitus, you can’t reanimate the Door, nor can you get its full value off of the Rainbow Wheel of Death. The only time this card does anything at all is when you literally have 10 mana of the exact color combination necessary to use it. It’s still your call, and I know some people make it a goal to Door their opponents, but be warned: you probably don’t have as much ramp as you need to make this work well. I’d consider supporting this crazy cards (and your many expensive threats for that matter) with a few more ramp spells – Boundless Realms, Migration Path, Circuitous Route, Kodama's Reach, Explosive Vegetation, Zendikar Resurgent
Azor's Gateway Flip – This card belongs in a very specific variant of Golos. That variant is the Minamo, School at Water's Edge Golos deck which also runs stuff like Vizier of Tumbling Sands, Fatestitcher, Kiora's Follower, and other payoffs like Jegantha, the Wellspring, or Captain Sisay. Especially considering that Sanctum of the Sun (the flip side) adds X mana of only 1 color, I think this card is just rarely going to work like you want it to unfortunately.
Lathliss, Dragon Queen - Basically, you only have 3 other dragons in the deck so I would either exchange a bunch of cards for more dragons or cut Lathliss, since she will rarely be able to use her best ability (5/5 tokens). Keep in mind, you could also run a bunch of cards with the ‘changeling’ keyword if you wanted to get really funky, in which case you may as well also play stuff like Yuriko, the Tiger's Shadow, Reaper King, Crested Sunmare, The First Sliver but that’s a very slippery and insane slope that I’m not sure you want to get sucked into.
Nice changes Kronhamilton, I can see that your deck is really starting to shape up as a rampy graveyard-mingling Golos deck, and that’s really cool. I encourage you to try and pay attention to what situations you find yourself in, as that’s often the best way to tell what cards you need to cut or add to the deck for it to work best. As a default, I’d consider making a few of the changes I mentioned in the Broad Suggestion section, as those changes should just generally help with your deck’s consistency.
Please do let me know how you decide to tune your deck – it’s really fun to watch honestly, and I’m always down to help advise you. Other than that, take care and enjoy Golos!
4 months ago
The abilities that you are thinking of are probably those like Derevi, Empyrial Tactician and Yuriko, the Tiger's Shadow. Both of these effects put their card onto the battlefield. Since this isn't a cast, the Command Tax doesn't apply. Fox Offering doesn't do this. Rather, any Offering ability just reduces the amount of mana that you have to pay.
The most important distinction here is that Offering applies when you cast your commander. Similarly, the Command Tax applies only when you cast your commander. So, both will apply. The same will go for commanders like Jodah, Archmage Eternal and other commanders that have alternative casting costs. While their ability lets you change what you have to pay, you are still casting them. That's the key detail.
4 months ago
I'd say your biggest thing is getting better mana base even if the etb tapped, there are some lands in the $5 range that can enter untapped as well like Sunken Hollow, Tainted Isle, and Choked Estuary!
5 months ago
Looks great! Do you have a special rule with your friends to let you use Ninjustu from the Command zone (à la Yuriko, the Tiger's Shadow)? If not, do you just plan on casting it for 4 mana?
Cavern Harpy is a pretty big omission from the deck. It's a cheap and evasive threat that also bounces back your ninjas AND can also return itself to hand for only 1 life, making it near unkillable and completely resetable for more ninja shenanigans.
Do you play in a heavy Blue meta? I think Slither Blade would be slightly better than Merfolk Spy.
Mothdust Changeling also fits the bill as a potentially evasive "ninja" for value.
Withdraw can be a pretty cheeky spell in that you can target on of your creatures with the "Pay 1" ability and essentially get a good ninja reset/tempo spell that can also target two of your opponets' creatures when they are tapped out.
Skyscanner gets you a lot of value like Cloudkin Seer and Pilgrim's Eye.
I get the idea with the adventure creatures, but Smitten Swordmaster seems a bit weak because he has no evasion.
I'm also not a huge fan of Aven Eternal or Daggerdome Imp.
5 months ago
So, I don't know if you've had time to update this list of late, but I would like to make some suggestions, and maybe what to cut for them. An old add that I was disappointed not to see was Manaweft Sliver as its redundancy, and maybe Homing Sliver since you're running a decent amount of the Sliver lords. Speaking of, I would play Cloudshredder Sliver over Bonescythe. Two keywords, one being evasion, is better to me over double strike. Lathliss, Dragon Queen over Utvara Hellkite, as it costs two cmc less and does something similar. I'm also going to run Najeela, the Blade-Blossom and Yuriko, the Tiger's Shadow.