The following ten parameters have been used to determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) has been allocated; when totalized this score represents the power rating of the deck (maximum score is 50 points).
- Mana: indicates the availability of mana sources within the deck.
- Ramp: indicates the speed at which mana sources within the deck can be made available.
- Card Advantage: indicates availability of filter- and draw resources represented within the deck.
- Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
- Combo: indicates the measure of combo-orientation of the deck.
- Army: indicates the deck’s creature-army strength.
- Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
- Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
- Resilience: indicates whether the deck can prevent and take punches.
- Spellpower: indicates the availability and strength of high-impact spells.
Mana: 3
Dimir colors offer very little in terms of mana-resource options (especially cheap-to-cast ones), so for the most part this deck relies on artifacts for its energy needs. Additional mana can be provided by five artifact rocks, a ninja that can generate treasure tokens, an instant (black) mana spell and three artifacts that greatly help at cheapening casts.
Ramp: 1
This deck contains two ramping options, one of which is creature based and one of which is a piece of equipment.
Card Advantage: 5
Decks filled to the brim with card-advantage options are awesome. Drawing more cards per turn (or taking away cards from others) always feels a bit Christmassy. Aside from our wondrous commander’s draw ability, this deck features no less than twelve direct draw options, most of which are either triggered by events that occur often in games or through the application of combat damage. Of special additional note, are five cards that allow to steal, three tutor options and two ways of scrying the deck’s contents.
Overall speed: 3
In order to cast from an early stage, it is really quite dependent on its rocks and cost-reduction enablers. However, when combined with the deck’s excellent CA-options and a low average CMC, it can hit the ground running and expand fast.
Combo: 1
Not at all a combo-oriented deck. There’s definitely a lot of synergy being applied though as without unblockable attackers, it would have a much harder time to ninjitsu the deck’s ninjas onto our opponents’ asses. The unblockability of the deck’s creatures also helps to draw many more cards.
Army: 5
In most respects, the deck’s army can be divided into three overall categories; ninjas, hard-to-block attackers and support. The sixteen ninjas form the deck’s most valuable asset, being the strongest at applying various nasty effects onto opponents if they manage to hit them. The deck’s ten hard-to-block attackers are almost as important though, as it is through their attacks that I’ll be able to get ninjas onto the field in the most effective way. The remaining force fulfills various supportive functions.
Commander: 5
When all is said and done, Yuriko may be amongst the strongest tribal commanders seen to date. Even considering that, her presence on the battlefield not so much as instrumental, but more as an ultimate bonus to be profiting from. The deck is perfectly capable of grabbing wins without her ever appearing on the battlefield.
Interaction: 5
To make winning easier, it helps to incorporate abilities/spells that directly mess with opposing board-states or casting. The deck has been tested to be very capable in this field, through the addition of twenty-two interaction possibilities, ranging from destruction of opposing permanents (seven cards), stealing opposing spells/permanents (five cards), bounce (three cards), counterspells (three cards) and a few other trinkets.
Resilience: 1
In terms of protection, recursion and recovery, this deck scores very little points in its current configuration. It’s focused on offense much more than it is on defense. One option has been included to grant life-link to all ninjas.
Spellpower: 3
A number of powerful mass bounces and wipes have been added to this deck’s spell-casting arsenal. Of other significant note, are the enchantments that grant massive card draw advantage.
Total power score: 32
Though the deck in its current form is focused very much on being strong on the offensive, it does have some short-comings with regard to staying power. The deck is reasonably fast, has plenty of card advantage opportunities and is filled to the brim with interactive options to mess with opponents; especially with their board-state, library and graveyard.