I see some Pros
It can act as a Mistblade or Deep hours if the ground is halted but you have a flier (so Deep hours 5-X)
It can kill legends, though if Progenitus/emerakul/grissibrand are on the field, how relavant will it be, but it is an out.
Cons'
1U ninjustsu cost is hefty.
Space. We already have space issues as it is
at best I see it as a 2-of in the deck, in place of something, but I feel room is the biggest issue, as there could be better cards, but I think deep hours 5-6 that isn't always a deep hours, but can kill legends, has some usefulness if we find room
I've played this deck with an altered list to include vials. It's a great card if you can fit it in.
Private Mod Note
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:bicycle::bicycle::teamwork::bicycle::bicycle:
Modern: GRB Jund RGB Legacy: B The Gate B U Mermaids & Ninja Faeries U Vintage: BBB Dark Depths featuring Bob and friends BBB Elder Dragon Highlander: URR Jhoira of the Eldrazi ApocalypseRUU
Decks still in the works with test slots but its a more well rounded list with splashes. Mana base is much more sturdy its turned into a tempo sort of build. Usually the biggest problem Ive had with tempo prior is running out of gas before I get there. However between the sword+NotDH+Standstill I tend to maintain long term and there are just enough weenies and equipment to force through damage.
Thoughts:
MoMs: have been great additions with a NotDH on the field I am almost always drawing and a nifty trick is the fae token from the blossom you made that turn is an awesome chumper.
Mistbind: Havent had enough testing to really comment.
Jace: Great in this build a finisher that doesnt require combat phase adds on extra draw power and solid tempo advantage if he sticks.
Tamiyo: Not enough testing her abilities fit perfectly into the build but her cost is just higher then I like sometimes in here.
Vindicate: This is by far my favorite addition to the deck. I was having major problems with permanent control if they got past my counter screen. This gives me access to a variety of game plans as well as in culmination with wasteland certain decks mana bases just die to them with all the creature control.
In mono blue mistbind is a must as he can give you a huge tempo advantage, but since you are splashing you could probably get away with another answer for creatures.
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:symw:Modern Death & Taxes:symw:
:sympu:NinjaFaerieStill:sympu:
:symb:Maga, Traitor to Mortals:symb:
Honestly Im not really feeling that UR build. My analysis would be more like:
Blood Moon: Extremely potent however your playing way way to many non-basics I see it being more detrimental to your own game plan in the long run.
Firespout: I would keep it if your meta has alot of tribal or weenies otherwise not sure. Most of your creatures fly and it kills your own ninja's. Keep it in the SB and only if your meta really calls for it.
Fire//Ice: Never really cared as much for this card. The versatility looks good at first but I always find it disappointing never doing quite what you need in any situation.
Bolt: Classic staple not much else to say.
Blasts: If your running into a lot of blue control in your meta then yes otherwise as much as I like them they seem to limited in what decks you would use them to merit eating 4 SB slots.
As of right now your build seems to give just not pack enough punch. Your giving up the speed and control in mono builds for a few utility cards. Which is not a bad thing however everything you want to gain in red you have only better options in other colors. I do think red could have potential.
What do you think about pulling 1 V. Clique both the fire//Ice and maybe a cloud for a set of chain lightnings? Its basically another set of bolts for control and in all the games Ive played even burn vs burn Ive never had the bolt bounced back at me. Adds more to the face or another removal slot.
I would pull a jitte for a sword probably fire and ice as its one of my favorites in this deck build. As much as I like more control the dazes would become sb material for combo or other matchups. They can prove invaluable at times but are just to offsetting to your own game plan to merit MB material.
Perhaps replace them with 2x Grim Lavamancer and 2x mistbind cliques? Your build seems like it fills the graveyard fast enough that Grim could provide that last bit of damage. Mistbind in a deck with so many fae to champion gives an awesome 4/4 body while simultaneously offsetting an opponents plan. It also performs some funny tricks when burned off or removed and you championed spellstutter of cloud. Ive used that once or twice to counter a key spell that my opponent forgot I had access to.
Also Mistblade shinobi is great main or sb as his affect can seriously screw an opponent. Ive had people leave open key critters just to stop the threat of his ninjitsu.
My suggested build:
Thats the great thing about the swords options as they are all about personal feelings and meta decks. I use the swords less so for the pro as the effect you get. The draw can really keep your deck running while the burn eeks out the last bit of damage. So long as your running one there arent any real bad options. As youve said some nifty turn tricks with mistbind from feast and famine. Though dont underestimate light and shadow as well the creature recursion can generate real CA. However onto the next point.
Personally I feel almost the exact opposite of you. That if your going to run red then packing all the burn you can into the build is why you would. At this point your running red for a sweeper and removal. White and black both give you better options in these departments. From my perspective your not running enough solid control with big enough beaters to maintain your advantage. Your running pingers and only a few equipment pieces which means your constantly racing. The possible 12 extra damage could mean the difference between losing and winning.
Grim Lavamancer is the up in the air card yet I feel he merits testing at least. Gives you use for your graveyard in a creature that doesnt need combat to win.Your running enough blue for FoW (general rule I was taught is 16 min and my last list has something like 24) so on that point I think that argument is a bit moot. If you feel the need to replace them however I think ponder, or Top should be included. These decks tend to play out fast and top decking becomes critical. Another option is jace he is just brutal in this deck enough creatures to defend him fixes your draws clears defenders and gives you fateseal so you can limit critical spells that need countered. Yet his best feature is the fact its a win con that does not rely on combat.
On the debate over counters Counterspell is almost never run anymore yet could prove playable in your build and a hard counter is always better then a soft counter and certainly better then daze (grain of salt dosage recommended as I have a severe distaste for daze). Test it and let us know how it worked! Side note I always like snare I know some consider it to weak in todays current world of decks yet it hits the cards that I feel cause the most damage in a race(goyf and mystic).
As I mentioned before, if anyone has a list with actual tournament experience (i.e. a proven build), I'd be happy to list it up on the OP. Or, if anyone wants to rewrite it, I'd post it.
I do own the deck (minus Force of Will) on MTGO, but I really haven't tried it out in any tournaments (legacy doesn't fire and I don't have the tix right now to grind two-mans). Once I get some good testing in, it is on my list to redo the OP .
-T
Since M13 is coming soon, I think we could do with Jace's Phantasm as a possible replacement for Signal Pest. Granted we are not always going to see 10 cards in an opponent graveyard, but this card will give Ninjas a offensive threat during the later stages of the game. In the earlier stages, it is also able to fulfill it's role as a dutiful Ninja enabler. I like the versatility this card brings.
Hmm I like the idea of the phantasm and of the cards in the v5 mono list pest and daze are what I would consider the two most underwhelming. I never really like pest to begin with though.
On the topic of proven builds I run my UBW version at FNM regularly. Its not quite a PTQ but we get quite a few competitive decks there. Ive tried it vs High Tide, Enchantress, Various Control, Legacy Knights and others I can post a few results. However my question is do we still consider monoblue the standard no matter what color you add I feel its weakest version. When it works it really works I just dont feel its consistent enough in power. Perhaps pick some of the UBW and BR lists and add those in? Im sure whomever deck you copy would be more then happy to write a small informational section.
On the subject of splashes have you gotten any testing in silenzio? My versions not doing to shabby though Ive recently pulled a few cards(1x Mistbind and 1x TtMS) and have been playtesting 2x Sinkhole and 2x orims chant in my main in their place. The sinkholes have been interesting. My favorite part about it is the fact that after sideboard I usually have 12-17 cards MB to fight any particular strategy(Aggro, control, Combo).
Sticking with mono U, I'm playing this list for weekly legacy. Last Thursday was the first time we did it, and I got third (4 rounds swiss only) only losing to reanimator. Beating Dredge twice (both matches I won game 1, not sure if it was luck, bad pilots, or how this deck is supposed to operate) and Maverick
Baleful strix is awesome in this deck. He's great for defense and can draw me lots of cards in a game. Cavern harpy is also very good. It can block any non-trampling threats, bounce ninjas, save a creature with vial, etc.
I'm currently testing gilded drake, will see how it goes. Awesome against reanimator and sneak and show, maybe it's better in sb. I might also try sakashima's student. Could play it instead of two lands (most lists run 20 lands or less, not sure it's a good idea with 2 colors?).
@Kidbuu Ive always like familiars ruse how did it treat you? Seems awesome in conjuction with the ninja's is it worth be a multiple of? My only other concern is Daze I love the card in certain matchups but the ones you listed it seems weak. Perhaps pull them and up the pierce/snare count? Then move them to the SB for other matchups.
@Ace1 I like baleful strix actually hmm Im tempted to see how it works in my build now. Especially as I play turbodrazi regularly and sower can be to slow to handle their mid-range threats.
If you want to run student my first inclination is to cut the mistblades. They are awesome however you rarely want to see more then 2 of them. I would reduce their number first. If I were you I would reduce the cavern harpy and zephyr sprite number as well and add another bitterblossom (your running no standstills so a third is critical to give you a good chance at drawing) or just remove them period. Your running quite a few fae as is and dont need the ninjitsu targets so theyll just eat your life away most times.
In those slots Id throw some hand disruption such as inquisition or cabal even hymn. Since your not running much counter or FoW blacks hand disruption is the main reason to run it besides the creature removal. It packs a nasty punch to and Ive cut most of my counter package for hand disruption.
Last question is does your land base give you much trouble? I see way more CiPT lands then Id like. I know its budget but grabbing a few fetches and just playing basics seems like it might be a better option.
Familiar rouse does what it does. I mean if we only look at last week, i used it by returning ornathophter. That said ornathopter did a lot, but thats why FR is not a 4-of counterspell is just better sometimes. But being results ordinated is bad, which is the same reason why I would never move daze to the SB. Sure it was bad in those specific matchups, but FNS needs 8 main deck free counterspells. Plus Dredge never has a lot of lands anyway, so I've always liked daze against dredge, and given that was 2 of my 4 match ups, not sure where your saying its bad. Maverick seems like the only bad one
@Elusidity: Mmmm, you might be right, black is good at hand disruption. What would you think of thieving sprite? With all the fae it can give good discard options and with cavern harpy you can replay it again and again. Also with vial at 3 you can flash it during the opponent's draw phase... I'll give it a try.
Edit: Also, there are only faerie conclave that really CiPT. Catacombs also sometimes, but secluded glen generally enters untapped due to my high faerie count. I do have some watery graves in another deck, i might switch them here.
Since M13 is coming soon, I think we could do with Jace's Phantasm as a possible replacement for Signal Pest. Granted we are not always going to see 10 cards in an opponent graveyard, but this card will give Ninjas a offensive threat during the later stages of the game. In the earlier stages, it is also able to fulfill it's role as a dutiful Ninja enabler. I like the versatility this card brings.
I have found it to be very strong in a BU Smallpox deck, in Ninja's it should be just as strong an enabler as what's already ran and a great late game threat (like turn 4-5ish lol), for 1 mana you can't really beat what it brings to the deck since it doesn't have any drawbacks.
Had good results last week, went 2-0, 2-0, 1-2, lost to maverick due to bad opening hands and too much etbT lands. Fixed that since then so it should play better now.
Had good results last week, went 2-0, 2-0, 1-2, lost to maverick due to bad opening hands and too much etbT lands. Fixed that since then so it should play better now.
Ha I was right just what i need an even bigger ego lol glad to see you shore the mana base up a bit and put some solid card discard in there. Cabals are another good cheap option in these builds as you usually have the creature to throw out. Im still thinking 4 mistblades and 4 zephyrs are to many. Cut them down to 2/3 or 2/2 and throw in a play set of spell snares or pierces or even good old counterspell if you really want to stick to budget perhaps. Id advocate standstills if you can get them they just provide crazy CA and your builds set to play around them.
@ferro man yea Id pull higure hes fun but way to slow to be competitive and whenever I had the mana to play him I always had something Id rather play. His tutor ability is nice but he also tends to just eat your mana and is a removal magnet.
Ha I was right just what i need an even bigger ego lol glad to see you shore the mana base up a bit and put some solid card discard in there. Cabals are another good cheap option in these builds as you usually have the creature to throw out. Im still thinking 4 mistblades and 4 zephyrs are to many. Cut them down to 2/3 or 2/2 and throw in a play set of spell snares or pierces or even good old counterspell if you really want to stick to budget perhaps. Id advocate standstills if you can get them they just provide crazy CA and your builds set to play around them.
@ferro man yea Id pull higure hes fun but way to slow to be competitive and whenever I had the mana to play him I always had something Id rather play. His tutor ability is nice but he also tends to just eat your mana and is a removal magnet.
Alright. I think with thoughtseizes i have enough turn one plays. Cutting 2 sprites and one of each ninja. With Sakashima's student can act as #4 of any of those. Also i think with strix and draw ninja i have enough card draw, i don't want to cut some more good stuff for standstills...
Adding counterspell for now since i have some but i will think about cabal therapy because it has awesome synergy with thoughtseize 8)
the function of the singleton Higure is to make my ninja's unblockable and to have something to put into play if my opponent plays show and tell to then make the mistblade unblockable and bounce whatever creature they put into play with show and tell
I see some Pros
It can act as a Mistblade or Deep hours if the ground is halted but you have a flier (so Deep hours 5-X)
It can kill legends, though if Progenitus/emerakul/grissibrand are on the field, how relavant will it be, but it is an out.
Cons'
1U ninjustsu cost is hefty.
Space. We already have space issues as it is
at best I see it as a 2-of in the deck, in place of something, but I feel room is the biggest issue, as there could be better cards, but I think deep hours 5-6 that isn't always a deep hours, but can kill legends, has some usefulness if we find room
MOD::symw::symu::symb: Gifts
LEG::symg::symb: Infect
I like this deck a lot, and am in the process of building it
But isn't vial one of the nest cards under a standstill?
:bicycle::bicycle::teamwork::bicycle::bicycle:
Modern:
GRB Jund RGB
Legacy:
B The Gate B
U Mermaids & Ninja Faeries U
Vintage:
BBB Dark Depths featuring Bob and friends BBB
Elder Dragon Highlander:
URR Jhoira of the Eldrazi ApocalypseRUU
4 Cabal Therapy
4 Standstill
3 Bitterblossom
2 Vindicate
4 Ninja of the Deep Hour
3 Ornithopter
3 Spellstutter
3 Mother of Runes
2 Geist of Saint Traft
2 Mistblade Shinobi
1 Mistbind Clique
1 Sword of Fire and Ice
2 Jace, The mind Sculptor
1 Tamiyo, the Moon Sage
4 Polluted Delta
4 Tundra
2 Underground Sea
4 Wasteland
1 Maze of Ilth
2 Island
1 Plain
1 Swamp
SB: 3 PtE, 2 snuff out, 2 Surgical Extraction, 4 Daze, 2 Sower of Temptation, 1 Karakas, 1 Thoughtseize
Decks still in the works with test slots but its a more well rounded list with splashes. Mana base is much more sturdy its turned into a tempo sort of build. Usually the biggest problem Ive had with tempo prior is running out of gas before I get there. However between the sword+NotDH+Standstill I tend to maintain long term and there are just enough weenies and equipment to force through damage.
Thoughts:
MoMs: have been great additions with a NotDH on the field I am almost always drawing and a nifty trick is the fae token from the blossom you made that turn is an awesome chumper.
Mistbind: Havent had enough testing to really comment.
Jace: Great in this build a finisher that doesnt require combat phase adds on extra draw power and solid tempo advantage if he sticks.
Tamiyo: Not enough testing her abilities fit perfectly into the build but her cost is just higher then I like sometimes in here.
Vindicate: This is by far my favorite addition to the deck. I was having major problems with permanent control if they got past my counter screen. This gives me access to a variety of game plans as well as in culmination with wasteland certain decks mana bases just die to them with all the creature control.
:sympu:NinjaFaerieStill:sympu:
:symb:Maga, Traitor to Mortals:symb:
Blood Moon: Extremely potent however your playing way way to many non-basics I see it being more detrimental to your own game plan in the long run.
Firespout: I would keep it if your meta has alot of tribal or weenies otherwise not sure. Most of your creatures fly and it kills your own ninja's. Keep it in the SB and only if your meta really calls for it.
Fire//Ice: Never really cared as much for this card. The versatility looks good at first but I always find it disappointing never doing quite what you need in any situation.
Bolt: Classic staple not much else to say.
Blasts: If your running into a lot of blue control in your meta then yes otherwise as much as I like them they seem to limited in what decks you would use them to merit eating 4 SB slots.
As of right now your build seems to give just not pack enough punch. Your giving up the speed and control in mono builds for a few utility cards. Which is not a bad thing however everything you want to gain in red you have only better options in other colors. I do think red could have potential.
What do you think about pulling 1 V. Clique both the fire//Ice and maybe a cloud for a set of chain lightnings? Its basically another set of bolts for control and in all the games Ive played even burn vs burn Ive never had the bolt bounced back at me. Adds more to the face or another removal slot.
I would pull a jitte for a sword probably fire and ice as its one of my favorites in this deck build. As much as I like more control the dazes would become sb material for combo or other matchups. They can prove invaluable at times but are just to offsetting to your own game plan to merit MB material.
Perhaps replace them with 2x Grim Lavamancer and 2x mistbind cliques? Your build seems like it fills the graveyard fast enough that Grim could provide that last bit of damage. Mistbind in a deck with so many fae to champion gives an awesome 4/4 body while simultaneously offsetting an opponents plan. It also performs some funny tricks when burned off or removed and you championed spellstutter of cloud. Ive used that once or twice to counter a key spell that my opponent forgot I had access to.
Also Mistblade shinobi is great main or sb as his affect can seriously screw an opponent. Ive had people leave open key critters just to stop the threat of his ninjitsu.
My suggested build:
3 [ZEN] Scalding Tarn
1 [CHK] Mountain (2)
6 [ST] Island (3)
3 [R] Volcanic Island
3 [TE] Wasteland
4 [AQ] Mishra's Factory (3)
4 [UL] Cloud of Faeries
2 [MOR] Vendilion Clique
4 [BOK] Ninja of the Deep Hours
4 [LRW] Spellstutter Sprite
2 Grim Lavamancer
2 Mistbind Clique
4 [AL] Force of Will
4 [MM] Brainstorm
4 [B] Lightning Bolt
3 Chain Lightning
4 [OD] Standstill
2 [BOK] Umezawa's Jitte
1 Sword of Fire and Ice
Sideboard:
SB: 4 [A] Red Elemental Blast
SB: 3 [SHM] Firespout
SB: 3 [HOP] Relic of Progenitus
SB: 2 [DK] Mistblade Shinobi
SB: 3 [ZEN] Spell Pierce
Personally I feel almost the exact opposite of you. That if your going to run red then packing all the burn you can into the build is why you would. At this point your running red for a sweeper and removal. White and black both give you better options in these departments. From my perspective your not running enough solid control with big enough beaters to maintain your advantage. Your running pingers and only a few equipment pieces which means your constantly racing. The possible 12 extra damage could mean the difference between losing and winning.
Grim Lavamancer is the up in the air card yet I feel he merits testing at least. Gives you use for your graveyard in a creature that doesnt need combat to win.Your running enough blue for FoW (general rule I was taught is 16 min and my last list has something like 24) so on that point I think that argument is a bit moot. If you feel the need to replace them however I think ponder, or Top should be included. These decks tend to play out fast and top decking becomes critical. Another option is jace he is just brutal in this deck enough creatures to defend him fixes your draws clears defenders and gives you fateseal so you can limit critical spells that need countered. Yet his best feature is the fact its a win con that does not rely on combat.
On the debate over counters Counterspell is almost never run anymore yet could prove playable in your build and a hard counter is always better then a soft counter and certainly better then daze (grain of salt dosage recommended as I have a severe distaste for daze). Test it and let us know how it worked! Side note I always like snare I know some consider it to weak in todays current world of decks yet it hits the cards that I feel cause the most damage in a race(goyf and mystic).
would Spell Pierce be a good replacement or is there something better (like possibly Brainstorm?)
I do own the deck (minus Force of Will) on MTGO, but I really haven't tried it out in any tournaments (legacy doesn't fire and I don't have the tix right now to grind two-mans). Once I get some good testing in, it is on my list to redo the OP .
-T
Tech Manager at MTGOSS <- I make MTGO bots!
Signature by Syndarion from Aeternal Studios!
[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
4 Cabal Therapy
4 Standstill
3 Bitterblossom
2 Vindicate
2 Orim's Chant/Sinkhole
4 Ninja of the Deep Hour
3 Ornithopter
3 Spellstutter
3 Mother of Runes
2 Geist of Saint Traft
2 Mistblade Shinobi
1 Sword of Fire and Ice
2 Jace, The mind Sculptor
4 Polluted Delta
4 Tundra
2 Underground Sea
4 Wasteland
1 Maze of Ilth
2 Island
1 Plain
1 Swamp
SB: 3 PtE, 2 snuff out, 2 Surgical Extraction, 4 Daze, 2 Sower of Temptation, 1 Karakas, 1 Thoughtseize
Hmm I like the idea of the phantasm and of the cards in the v5 mono list pest and daze are what I would consider the two most underwhelming. I never really like pest to begin with though.
On the topic of proven builds I run my UBW version at FNM regularly. Its not quite a PTQ but we get quite a few competitive decks there. Ive tried it vs High Tide, Enchantress, Various Control, Legacy Knights and others I can post a few results. However my question is do we still consider monoblue the standard no matter what color you add I feel its weakest version. When it works it really works I just dont feel its consistent enough in power. Perhaps pick some of the UBW and BR lists and add those in? Im sure whomever deck you copy would be more then happy to write a small informational section.
On the subject of splashes have you gotten any testing in silenzio? My versions not doing to shabby though Ive recently pulled a few cards(1x Mistbind and 1x TtMS) and have been playtesting 2x Sinkhole and 2x orims chant in my main in their place. The sinkholes have been interesting. My favorite part about it is the fact that after sideboard I usually have 12-17 cards MB to fight any particular strategy(Aggro, control, Combo).
3 Mistblade Shinobi
4 Cloud of faeries
4 Spellstutter Sprite
4 Signal Pest
3 ornathopter
2 vendillion clique
1 Sakashima's Student
4 Standstill
4 Force of will
4 Daze
1 spell Snare
2 Counterspell
1 Sword of Fire and Ice
1 Uzamawa's jitte
1 spell pierce
1 familar's rouse
4 Mutavault
4 Leyline of the Void
2 Relic of Progenitus
1 vendillion clique
1 Flutterstorm
2 Pithing needle
2 Spell pierce
1 familar's rouse
1 hurkyl's recall
1 counterspell
I'm unsure on the 5 mysterious cards as I'm doing this from memory without access to the deck atm.
Unfortuantly I never drew student to be able to test it. Still testing out kinks
EDIT:Updated deck list
MOD::symw::symu::symb: Gifts
LEG::symg::symb: Infect
4 zephyr sprite
4 baleful strix
4 cavern harpy
4 cloud of faeries
4 spellstutter sprite
2 gilded drake
2 vendilion clique
4 mistblade shinobi
4 ninja of the deep hours
2 bitterblossom
artifacts: 4
4 aether vial
lands: 22
2 cavern of souls
4 secluded glen
4 drowned catacomb
3 faerie conclave
6 island
3 swamp
Baleful strix is awesome in this deck. He's great for defense and can draw me lots of cards in a game. Cavern harpy is also very good. It can block any non-trampling threats, bounce ninjas, save a creature with vial, etc.
I'm currently testing gilded drake, will see how it goes. Awesome against reanimator and sneak and show, maybe it's better in sb. I might also try sakashima's student. Could play it instead of two lands (most lists run 20 lands or less, not sure it's a good idea with 2 colors?).
@Ace1 I like baleful strix actually hmm Im tempted to see how it works in my build now. Especially as I play turbodrazi regularly and sower can be to slow to handle their mid-range threats.
If you want to run student my first inclination is to cut the mistblades. They are awesome however you rarely want to see more then 2 of them. I would reduce their number first. If I were you I would reduce the cavern harpy and zephyr sprite number as well and add another bitterblossom (your running no standstills so a third is critical to give you a good chance at drawing) or just remove them period. Your running quite a few fae as is and dont need the ninjitsu targets so theyll just eat your life away most times.
In those slots Id throw some hand disruption such as inquisition or cabal even hymn. Since your not running much counter or FoW blacks hand disruption is the main reason to run it besides the creature removal. It packs a nasty punch to and Ive cut most of my counter package for hand disruption.
Last question is does your land base give you much trouble? I see way more CiPT lands then Id like. I know its budget but grabbing a few fetches and just playing basics seems like it might be a better option.
MOD::symw::symu::symb: Gifts
LEG::symg::symb: Infect
Edit: Also, there are only faerie conclave that really CiPT. Catacombs also sometimes, but secluded glen generally enters untapped due to my high faerie count. I do have some watery graves in another deck, i might switch them here.
My new list:
4 zephyr sprite
4 baleful strix
3 cavern harpy
4 cloud of faeries
4 spellstutter sprite
2 thieving sprite
2 vendilion clique
4 mistblade shinobi
4 ninja of the deep hours
2 Sakashima's student
3 bitterblossom
artifacts: 4
4 aether vial
lands: 20
2 cavern of souls
4 secluded glen
3 watery grave
3 faerie conclave
4 island
4 swamp
Edit2: After some more testing catacombs are out, watery graves in, they too often etbT... Also, third bitterblossom added.
I have found it to be very strong in a BU Smallpox deck, in Ninja's it should be just as strong an enabler as what's already ran and a great late game threat (like turn 4-5ish lol), for 1 mana you can't really beat what it brings to the deck since it doesn't have any drawbacks.
Needs moar Delver.
4x Mutavault
15x Island
Spells
4x Daze
4x Artful Dodge
4x Force of Will
4x Standstill
2x Umezawa’s Jitte
1x Higure, the Still Wind
3x Ornithopter
3x Mistblade Shinobi
4x Ninja of the Deep Hours
4x Spellstutter Sprite
4x Cloud of Faeries
4x Signal Pest
thinking about replacing artful dodge with brainstorm or possibly Psionic Blast or maybe even Mind Bomb for a little bit of reach and the lulz
Also, just curious, but why no equipment?
I think higure costs too much, but it is a ninja of the deep hours (search for a ninja = draawing a card) #5
MOD::symw::symu::symb: Gifts
LEG::symg::symb: Infect
4 zephyr sprite
4 baleful strix
3 cavern harpy
4 cloud of faeries
4 spellstutter sprite
2 vendilion clique
4 mistblade shinobi
4 ninja of the deep hours
2 Sakashima's student
4 thoughtseize
Enchantments: 2
2 bitterblossom
artifacts: 4
4 aether vial
lands: 19
2 cavern of souls
4 secluded glen
3 watery grave
3 faerie conclave
4 island
3 swamp
Had good results last week, went 2-0, 2-0, 1-2, lost to maverick due to bad opening hands and too much etbT lands. Fixed that since then so it should play better now.
Ha I was right just what i need an even bigger ego lol glad to see you shore the mana base up a bit and put some solid card discard in there. Cabals are another good cheap option in these builds as you usually have the creature to throw out. Im still thinking 4 mistblades and 4 zephyrs are to many. Cut them down to 2/3 or 2/2 and throw in a play set of spell snares or pierces or even good old counterspell if you really want to stick to budget perhaps. Id advocate standstills if you can get them they just provide crazy CA and your builds set to play around them.
@ferro man yea Id pull higure hes fun but way to slow to be competitive and whenever I had the mana to play him I always had something Id rather play. His tutor ability is nice but he also tends to just eat your mana and is a removal magnet.
Alright. I think with thoughtseizes i have enough turn one plays. Cutting 2 sprites and one of each ninja. With Sakashima's student can act as #4 of any of those. Also i think with strix and draw ninja i have enough card draw, i don't want to cut some more good stuff for standstills...
Adding counterspell for now since i have some but i will think about cabal therapy because it has awesome synergy with thoughtseize 8)
2 zephyr sprite
4 baleful strix
3 cavern harpy
4 cloud of faeries
4 spellstutter sprite
2 vendilion clique
3 mistblade shinobi
3 ninja of the deep hours
2 Sakashima's student
4 thoughtseize
4 cabal therapy
Enchantments: 2
2 bitterblossom
artifacts: 4
4 aether vial
lands: 19
2 cavern of souls
4 secluded glen
3 watery grave
3 faerie conclave
4 island
3 swamp
Edit: just remebered i had cabal therapies in another deck, made the switch.
the function of the singleton Higure is to make my ninja's unblockable and to have something to put into play if my opponent plays show and tell to then make the mistblade unblockable and bounce whatever creature they put into play with show and tell