pie chart

cEDH: Yuriko's 3 Ninjas: High Noon at Mega Mtn.

Commander / EDH UB (Dimir)

Rad_Hazard


cEDH: Yuriko's 3 Ninjas: High Noon at Mega Mtn.

I will keep the description basic as this list will likely go through many changes and card additions/subtractions. The main goal of Yuriko is to flip a high CMC card from the top of your library using any of the cards listed under the "Top-deck Manipulation" category. To a lesser extent there are Turns spells that will allow us to get an upper hand and multiple Yuriko triggers as well as Stax pieces to shut down our opponents in order to buy us time.

In this section I will discuss single card choices in each category of the deck.

Blinkmoth Infusion - A great burn spell, and one that I would argue is a staple in Yuriko decks. It's blue so it can pitch to Force of Will and the like, as well as being tutor-able with Mystical Tutor in addition to other top-deck tutors (unfortunately, not Personal Tutor).

Draco - The biggest and most useless/satisfying card in the deck. Draco flips for 16 damage! Nothing more to say here.

Commandeer - A great "free" counter that either allows you to gain control of a spell for your benefit, or play in order to change the target of an opponent's counterspell to Commandeer.

Dispel - A great cheap option to counter an opposing counter.

Flusterstorm - Another great cheap counterspell. Keep track of the storm count and counter your opponents win-con.

Force of Negation - Have I mentioned free counters? Not as versatile, but can save you in a pinch.

Force of Will - The granddaddy of all "free" counters. Don't leave home without it, and cast it wisely.

Mental Misstep - Arguably one of the best counters in EDH, since it can be "free". Although it's conditional, there is no card disadvantage like Force of Will

Misdirection - Great free "counter" you can use to save Yuriko, or redirect a removal spell. All kinds of fun shenanigans with this one.

Mystical Dispute - Another counterspell that will more often than not cost 1cmc. This card will win counter-wars over cards that end the game.

Spell Pierce - An early game counter that I feel is necessary for things like Flash Hulk.

Spell Snare - While at first glance it may appear too narrow, but Spell Snare hits a lot of what we want to counter in cEDH. Opposing counters such as Mana Drain, Counterspell, Negate, removal such as Assassin's Trophy, Reality Shift, and other cEDH problems such as Sylvan Library, Thrasios, Triton Hero, Grand Abolisher, Cyclonic Rift, Flash, Survival of the Fittest, Isochron Scepter, Demonic Tutor, and many more.

Stifle - Stifle will shutdown the new combo-piece Thassa's Oracle as well as Dockside Extortionist, Protean Hulk and all other kinds of nonsense.

This section is light as I now feel that more removal and inherently unblockable creatures are a better plan than taking up slots with evasion utilities.

Tetsuko Umezawa, Fugitive - Tetsuko is a staple in my opinion. This card will allow any creature in the deck to get through unblocked.

All colored sources as Yuriko is color-intensive. I consider Ancient Tomb another Sol Ring or Mana Crypt. I've added Mystic Sanctuary for the potential of infinite turns.

Changeling Outcast - An unblockable Ninja for 1 mana? Easy staple.

Ingenious Infiltrator - Multiple draw triggers with this guy and Yuriko. I tend to trigger the draws first before the flips, but that all depends on if you top-decked with a tutor.

Mist-Syndicate Naga - Left unchecked, this guy can win the game. Each copy that gets through triggers the creation of another copy.

Mistblade Shinobi - Arguably the best Ninjutsu 1 drop. Bouncing creatures is a HUGE ability.

Mothdust Changeling - Another 1 drop Ninja with the potential for evasion.

Ninja of the Deep Hours - More Ninja card draw.

Sakashima's Student - Very versatile and great for copying other commanders, or Dockside Extortionist.

Skullsnatcher - While not as great of an ability as Mistblade Shinobi, it's still a Ninjutsu 1 drop.

AKA not Ninjas (credit goes to deakmana for this term).

Faerie Seer - My favorite 1 drop Nonja. Scry is our friend, especially when we can bounce him with Yuriko or other Ninjas and do it again.

Fourth Bridge Prowler - Great early play as it will take out opposing mana dorks.

Gingerbrute - In my opinion this is the most powerful enabler in the deck. The ability to replay Yuriko the turn after it's bounced or destroyed is huge. You don't lose a turn waiting for summoning sickness, you get Yuriko back with a trigger immediately! The keep this guy in your hand as you will need him again later.

Gudul Lurker - Unblockable, a great early or late-game Yuriko enabler.

Mist-Cloaked Herald - Unblockable, a great early or late-game Yuriko enabler.

Oboro Breezecaller - It's 2cmc, but it has evasion and it adds an option for us to go off with infinite turns with Mystic Sanctuary and a turn spell. If you have 4 mana and Breezecaller in play, play your fetchland for turn if you have the 3 Islands requirement for Sanctuary, you should not have 5 lands. Add 5 mana and play your turn spell. If it resolves you go to your second turn, use Breezecaller's ability to return Sanctuary to your hand, untap the other land you tapped for Breezecaller's ability, then replay Mystic Sanctuary targeting your turn spell and put it back on top of your library. Attack with Yuriko or another ninja and get your turn spell back into your hand. Rinse and repeat. For only a 2 card investment you have an infinite turns option.

Ornithopter - I would argue that this is great early or late if you have Ninjas in hand. Bounce this and play it again at no cost.

Slither Blade - Unblockable, a great early or late-game Yuriko enabler.

Tormented Soul - Unblockable, a great early or late-game Yuriko enabler.

Triton Shorestalker - Unblockable, a great early or late-game Yuriko enabler.

Wingcrafter - Pair this with Yuriko and fly over defenses.

Not much to say here other than Mox Amber is a great value ramp for Yuriko as she is frequently in play.

Brazen Borrower - A great recurring source of removal.

Chain of Vapor - Bounce anything including your own Yuriko. A staple of the deck.

Cyclonic Rift - Decent early removal, but a late-game powerhouse that wins games.

Dismember - A very cheap spell for a big effect.

Sidisi's Faithful - We have plenty of dorks that we can exploit to use this great recurring removal spell.

Snapback - The removal version of Force of Will. Solid pick as we are very mana intensive.

Snuff Out - "Free" removal with virtually no restrictions.

Submerge - See above.

Back to Basics - Shuts Down - Most of what Blood Moon does, sometimes even more ferociously.

Chains of Mephistopheles - Shuts Down - Every draw effect. Not Dark Confidant, Necropotence, Fact or Fiction (non-draw card advantage).

Cursed Totem - Shuts Down - Dorks, commanders with activated abilities.

Damping Sphere - Shuts Down - Gaea's Cradle, most infinite loops.

Grafdigger's Cage - Shuts Down - Most of what Anafenza, the Foremost stops, plus preventing Green Sun's Zenith, Birthing Pod, Protean Hulk, etc.

Torpor Orb - Shuts Down - Animar, Soul of Elements, Food Chain, and Thassa's Oracle.

Brainstorm - Useful in all blue decks, but especially here as we can either get rid of some junk with a fetch, cast at end of turn to stack something for the upcoming Yuriko trigger, or cast during combat to stack 2 cards if we have multiple Yuriko triggers.

Cruel Tutor - A less than optimal top-deck tutor, but it does the trick. Is also a possible flex spot.

Imperial Seal - Second best top-deck tutor.

Insidious Dreams - At worst, this card is a 4 mana top-deck tutor. At best it can win the game.

Lim-Dul's Vault - Game-changer if it resolves. I try to cast it during combat.

Mystical Tutor - Great instant speed tutor that you can cast during combat.

Personal Tutor - I typically use this for either Temporal Mastery to cast for Miracle cost or Temporal Trespass for burn.

Scroll Rack - My favorite artifact in the deck. Abuse those high CMC spells.

Vampiric Tutor - Best top-deck tutor.

Capture of Jingzhou - 5 mana turn spell that doesn't exile.

Temporal Manipulation - 5 mana turn spell that doesn't exile.

Temporal Trespass - Burns for 11 and gives us a potential 3 mana turn spell.

Time Warp - 5 mana turn spell that doesn't exile.

Demonic Tutor - As old as Magic itself. Not as good as the top-deck tutors, but too good to exclude.

Gilded Drake - Useful to prevent someone else from winning the game by stealing their commander or other win-con creature.

Gitaxian Probe - The real value in this card is the information you receive from looking at an opponents hand.

Mission Briefing - Let's us get back any instant or sorcery card and even play it with the alternate cost. The surveil 2 also helps for top-deck manipulation.

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Casual

97% Competitive

Revision 5 See all

(4 years ago)

+1 Azra Smokeshaper main
-1 Brazen Borrower main
+1 Consign / Oblivion main
+1 Cover of Darkness main
-1 Damping Sphere main
+1 Demonic Consultation main
-1 Gilded Drake main
-1 Insidious Dreams main
+1 Mystic Remora main
-1 Snapback main
-1 Stifle main
+1 Thassa's Oracle main
-1 Torpor Orb main
+1 Universal Automaton main
Top Ranked
Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

40 - 0 Rares

17 - 0 Uncommons

26 - 0 Commons

Cards 100
Avg. CMC 2.60
Tokens Copy Clone, Morph 2/2 C
Folders Ninja
Votes
Ignored suggestions
Shared with
Views