Quote from Samyueru
I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
Quote from WardenLooter il-kor, Cryptic Command, and counterspell itself look like they could fit in. The deck looks great
"You're like the nicest person on the forum!" -Maicol
Quote from sdemattMy friend plays this deck (sorry, you weren't necessarily the first to come up with it :P), but he calls it Ninjafish!. He runs vials, sprites, cloud of faeries, jitte, Forces, Daze, Ninja of the Deep Hours, Mistblade shinobi, etc. It is a real blast to play!
Quote from Niltoday playing with this deck (via internet to test)
Halted Asylum's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Lands4 Mishra's Factory4 Blinkmoth Nexus14 Islands4 Ninja of the Deep hours4 Mistblade Shinobi3 Walker of Secret ways4 Cloud of faeries4 Spellstutter Sprite2 Ornithopter4 Daze4 Force of will3 Ronin Warclub
i found those decks:
White Stax, he owned me hard, i just couldn play anything because of gostly and trini (and 2 armageddon)...
and i didnt taken any FoW...
it dosnt seemed bad... against white stax i supose i'll take in side board some Hurkyl's Recall
Black suicide (green splashed), i tacked a hand with 2 blink, 3 FoW, ans 2 islands, i resisted his discarting, and i ended wining
Quote from knuckles29
I replaced the Ornothopter with Cloud Sprite as I wanted the turn 2 Spell Stutter/Standstill to give me big tempo...
Looter is better than Seer for a few reasons A)1U is easier with the non-basics B) constant draw
Quote from WispFamiliars ruse in usually pointless. It would be better as an unsummon or just counterspell or spell snare.
Quote from Warden
*How does Scion of Oona interact with Ninjitsu? Does Shroud negate our men as a target? What about Kira, Great Glass-Spinner? Im thinking about having one of these two peeps as SB material. Not sure on the Ninja interactions. Anyone have knowledge of this?
Quote from Warden
I'm not sure if I want Orni anymore. Although he's awesome, he is rarely "better" than a 1-mana fae flyer.
Quote from Halted AsylumI also, i wanna point that people running 16 ninjutsu outlets and just 8-9 ninjas, are not hitting the go. You'll have alot of subpar drops since all ninja casts will stay into play with no way to bounce it back, so all further casts becomes less likely.
Quote from Halted AsylumYeah, you will. It is the BEST 1st turn drop for this deck. It is the only ninjutsu outlet for 0 cost, so you can attack, ninjutsu it back, and recast for free. Faeries will all force you to have a free mana to cast it, so only on your 3rd land drop, that in a tight mana base won't certainly happen anything before turn 4-5. Not to mention it hoses cards like Lackey and Fanatic.
Quote from GeorgjorgeSome quick comments...
How often does the 1/1 body of Spellstutter (or even the possibility of bouncing it to re-use) really matter ? Because I'm currently testing Spell Snares in this slot, they make second turn Standstills on the draw much easier, and it's not as if the deck had any 1cc-spells except Zephyrs anyway...and they give more room for non-Faries cards in deck design (for example, you can now run Blinkmoths instead of Mutavaults, or cut down on Zephyrs or Clouds for other stuff, if you want).
Quote from GeorgjorgeTwo Gemstone Caverns could be worth a try here, again because the deck seems very reliant on tempo and has hardly any 1cc-spells...Maybe something like 3 Blinkmoth 2 Gemstone 14 Island could work.
Quote from GeorgjorgeWrit of Passage can be useful, but what I like better is Snap: They often won't have more than one blocker anyway, they have to re-cast their creature, it is useful on the defensive as well, allows more second turn Standstills, and even lets you re-use Spellstutter. It doesn't enable your Ninjas to get in more than once like Writ does, but it still looks like a very good fit here...
Quote from WardenI agree and disagree on some comments in here. If you want to declare something the best 1st turn drop, acknowledge there is a tie between Orni and Zephyr.
Orni is a free 0/2 random flyer. Yes, being free has many perks. But it also deals no damage -- acting only as a ninjitsu outlet and early-game defense if needed. Zephyr is a 1/1 flying faerie with no drawbacks for 1 blue mana. While it actually costs something to put him out, it also boosts the power of Spellstutter later on. Being that Orni/Zephyr will always be played before Spellstutter (they both cost less), only Zephyr grants this perk for stutter. Zephyr also opens the door for more fae-derived options such as Scion of Oona.
Now I could have a progressive line of spells to play:
T1 > Zephyr
T2 > Spellstutter
T3 > Scion
That would give me flying fae who have shroud AND are still ninjitsu outlets. Not to knock down Ornithopter, but he doesn't create this and/or allow this potential to happen. I still think he's one hell of a card but I am looking to include more Faeries into the ninja-fae-still shell. If I do not draw the standstill, I have a very fluid gameplan. The pieces work together as Faeries, should the cards I need not show up immediately/not topdecked.
*Sea Sprite hoses lackey and fanatic as well; your rationale for something to work against those guys was my rationale for mentioning Sea Sprite on my last post. I think pro-red is that important + it's a faerie. It also works against burn.
Quote from Halted AsylumBut that's a completely different thing. You're trying to do a Faerie deck, not a Ninja one, also as a Fearie deck, it'd be a bad one, since you'll have tons of bad casts like 1/1 stuff and not give full usage of Scion like in a Bitterblossom one where you get free Faeries to play with, where it really shined. So probably you'll be outrunned by decks like AggroLoam, Goyflslith, Zoo and such aggro decks, while dropping most control stuff ninja provides.
I think Scion is not in question in a Ninja build, since it'll pump and protect bad stuff, and will not hit everythings just random cards.
The goal of Orni is not beat but be bounced, so taking in account it doesn't hit is really not a likely argument here.
I want also to mention that Spellstutter is a what if counter, not the deck focus, since many hand won't have that card.
Last but not least, we must consider cards by itself, not considering drawing both Zephyr and Spellstutter, so by itself, Ornithotper is the best 1st turn drop for a NINJA deck, since it's 0/2 (holds off many threats) and is free, so bouncing and recasting for free is tech on a ninja deck.
I think the deck must run both: Zephyr and Orni, but Orni gets the first place shinning star for sure.
Quote from PurEGoyf and nacatl are too slow.
Originally Posted by badjuju
As the Last of the Control Players, we are all part of a sacred brotherhood; a band of brothers who would rather die on their knees tapping islands and giving permission than live on our feet cascading into Blightning.