Thank you for Answering my concerns I really appreciate it. I juts have one more question on the topic thatI forgot to include. With Extraplanar Lens if I remove a snow-covered island as the imprint and there are other blue players in the match can they use the effect of the lens since they have islands too, or since it's a snow-covered I imprinted it's snow covered-islands only that get the effect off?
I 'm playing a blue edh deck and want to include all snow-cover islands as my mana, but before I do so I had a question. DO snow covered islands still count as basic islands?? Would cards like High tide, and caged sun work with them if I said islands..also with snowfall I know snow-covered islands can produce 1 or 2 extra blue mana for the upkeep but still being an island for the snow island i don't use to pay the upkeep wil the others still make that 1 extra blue mana I can use that a regular island would make?
I took the advice and lowered my curve greatly and swapped out the imposters since it really made a lot of sense. added in a couple cards of removal as tech as well. I wanted to focus my ninja build as crippling my opponents hand and strike quick and do most damage as possible and it looks like its looking like that :). Any other suggestions that could improve the flow of it is greatly welcomed, and again thank you for the advice thus far.
The deck tags are a bit messed up, anyway I copied and pasted the relevant text here, I think you still need to reduce the number of cards to 60. Consistency in a deck is very important and having more than 60 cards reduces the consistency and how a deck can perform in an optimal way. A category which you can reduce from is the number of "Ninja Helpers", personally I try not to use more than 4-5 of them, because other than facilitating Ninjas in play they do every little otherwise. I won't remove them completely also because sometimes the Ninjas need a bit of extra help when they are in play.
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I took your advice and switched things around finally coming out with this build:
It seems a lot more solid and quicker now especially adding in the Aqueous Form for not only continuing to make my ninjas un-blockable but that added scry will def come in handy for card advantage. Keeping one artful dodge will allow me to use it in a dire situation if i need to get through for some final damage. These ninja helpers are a lot more efficient for modern then what I had I just wish I thought about them before hand. My other reason to go with this layout of helpers was to lower the mana curve which also speeds the deck up greatly keeping my mana open to cast y ninjas and quickly swarm the field when I can.
Had a question regarding my commander and giving her Vigilance. My commander is Kaho, Minamo Historian and I equipped her with Auramancer's Guise, my question is can I still still use her tap effect even though she doesn't become tapped? and since she doesn't tap can I use her effect more than once a turn?
It's been a while since I posted but I gutted and rebuilt my ninja deck from the bottom up, since the release of the fetch lands will help speed the whole deck up. I'm just going with what I got but compared to my last build it's way more of a speedy offensive then before concentrating on hand removal to protect my guys and of course have the evasion needed with some extra damage and some shenanigans. Mind you it just needs to be tweaked a little bit to get the card size down a bit but it actually works pretty solid, I hope this build helps some people, of course any suggestions to help even make it better or critique I would gladly welcome :).
Too high curve (you have a bunch of ninjas that require an attacking creature AND 4+ mana to do anything). Most of the "ninja helpers" are useless, use removal instead (read last few pages of this thread for more detailed discussion about this very topic). Faerie Impostor is much worse than Quickling (and even he isn't too great).[/quote]
I took the advice and lowered my curve greatly and swapped out the imposters since it really made a lot of sense. added in a couple cards of removal as tech as well. I wanted to focus my ninja build as crippling my opponents hand and strike quick and do most damage as possible and it looks like its looking like that :). Any other suggestions that could improve the flow of it is greatly welcomed, and again thank you for the advice thus far.
It's been a while since I posted but I gutted and rebuilt my ninja deck from the bottom up, since the release of the fetch lands will help speed the whole deck up. I'm just going with what I got but compared to my last build it's way more of a speedy offensive then before concentrating on hand removal to protect my guys and of course have the evasion needed with some extra damage and some shenanigans. Mind you it just needs to be tweaked a little bit to get the card size down a bit but it actually works pretty solid, I hope this build helps some people, of course any suggestions to help even make it better or critique I would gladly welcome :).
It is really funny seeing my opponent react to being over run by my little furry vicious critters and they just keep coming :p. You'd think wrath effects would decimate this type of deck but with the ways this deck can swarm again it does surprisingly well to recover from it as long as I don't drain out my flashback cards and I'm able to tap my enchanted lands to re spawn more tokens, it all just depends on how I manage my resources. I know it will never be a tier 1 or most likely not even a tier 2 deck but it could possibly be a tier 3 deck which was my aim with it to show squirrels can fight too. The main problem I ran is it has a lot of high casting cards and if I draw nothing but it practically kills me..I think I need a way to speed it up by creating more mana ramp and I know green is good for it but I'm not sure how to do it really with a swarm deck.
In the end I wanted to make the deck as competitive as it can be even though I know it won't win a lot I would love if it could even contend a little bit which is why I'm so dedicated to improving it.
After a long hiatus and long thinking I've revised the deck a bit and came up with a new build AGAIN!!, Actually didn't think this would prove to be such a huge hassle but it's a hard deck to keep up with and needs to constantly be changed. I also found that I had to much high costing cards in the deck so I thought lowering the high mana card count would speed things up a bit. But with out further ado The current Mad critters are here :
I'm not sure if I back tracked on the deck or not but I hope this build seems more competitive, and I definitely appreciate all criticism and feed back regarding this deck. Thank you
Hey everyone I'm looking to make my old standard deck modern since it cycled out and I'm leaving the standard scene to go into modern and I wanted to make my favorite deck more towards the modern format. I really liked combining the undying and scavenge ability and it proved really fun and I wanted to bring this deck to life and was looking to get some help to make it more competitive for the modern scene. The main strat of the deck was to combine scavenge and undying together and to adjust to which strategy to use depending on the situation while killing off my own guys to make their undying kick in, adding more counters with corpsejack and making Champion of Lambholt bigger so my guys could get through. I would then use varolz to scavenge onto my already living guys after my undying creatures were already gone and used up, or use them to pump up Jarad or use his effect. It was a really fun deck to play in standard but I feel I would have more fun running it in modern and I think it needs to be revamped and was hoping I could get some help with it.
Since your going mono blue ninjas you're going to have to make it a quick strike speed deck strategy to get damage out as quick and as most as possible but also covering yourself as well. Some counter spells and control cards that could help and imo I think the artifacts side of it should just be used to pump your guys up honestly but the mill is a bad idea I think anyways. Should be focusing on your ninjas and how to make the best use of them and find cards that work well with them. I threw a example deck together feel free to let me know what you think
Xyx is right unfortunately the two tribes don't really go together its really better to go one or the other or make two seperate decks. If you're still interested in using the samurai I was able to make a quick cheap deck of white samurai as an example and its no more then $30 total. Ninjas are a fun tribe but aren't the strongest but can be great if combined with the right cards I believe, if you have any questions feel free to ask and I'd be glad to help you the best i can
FOR UW build I'm not quite sure if there is a way to go the road like I did with my deck, but you can still do well with what you have I think. For your unblockable cards you're alright because if you include the fact that artful dodge has flashback you technically have an extra 4 ways to make your guys unblockable. I personally would remove the General's Kabuto or remove 1 and maybe one of the spikes or Tatsumasa, the Dragon's Fang for two enablers its really costly you can use that to add in a couple of the enablers I mentioned, and another one that comes to mind you should consider would be Faerie Impostor allows you to return your ninjas back to your hand or if you'd prefer to swap out 1 of your samurai for later. Other than that thats the best I can suggest on the ninja end, as for the samurai only advice I can give is just look around and experiment with the deck along with the spells as well until you find combos and creatures you like and that fit your play style and go from there. I forgot to mention just for some extra power for your creatures try checking out Bonesplitter it's a cheap card and only costs 2 mana it would really give yout guys an extra push and would be great as a 4 of in this deck.
After looking a bit I found a few samurai that maybe worth looking at that could maybe help you out:
Whats your price limit roughly? Suggestions I can offer if price is an issue though Sakashima's Studentis a good card but only to an extent imo it has it's uses but can be a dead card as well I think. if you would prefer to cut him you swap in a couple more samurai if you'd like or even a couple more enablers like signal pest, or if you'd like a hexproof guy there's always invisible stalker as well those would be your best two options since it would be the better option to opt out for Sakashima's Student in the long run. As for the lands 1 Minamo, School at Water's Edge and 1 Eiganjo Castle is good enough I think but if youd like you could run a 2 of but there is really no need.
As for the strategy for my masked crusaders has a couple things going on it's to practically manipulate the board and by disrupting my opponents hand with Inquisition of Kozilek and Okiba-Gang Shinobi, and then using Ink-Eyes, Servant of Oni to bring whatever creatures that went to the grave hopefully a powerful and bring it back under my control and of course making sure my guys are unblockable most of the time is always a key feature to any ninja deck but only one of many ways to use them imo. I use my small guys to hit my opponents to ninjitsu in my ninjas as fast as possible to get damage as quick as I can having Ninja of the Deep Hours keep my hand up and Mistblade give me some control, the equips are there for extra damage and some control Neko-Te is a personal fav that allows me to lock down opponents creatures for the whole game until its removed or they find some way to untap their creature and deals damage when the equipped creature of mine does damage, and the spike is just a damage dealer. Higure is pretty straightforward roll and the other spells are just there to move my deck along really kil spells card draw etc. Hope this helped and best of luck on your build
NINJAS!!YAY!! My most fav tribe :D,ninjas have to be one of my perosnal fav tribes, I can offer a bit of advice for ninjas but as for samurai I don't know much about them sorry.I hope it can give you some help on what do add or at least give you some ideas to help out with the ninja part of your deck, I would a make your Ninja of the Deep Hours to 4 to get that extra card draw and its a nice 2/2 body as well which is an added plus for enablers your best bet is cheap unblockables such as ornithopter, and signal pest or even Inkfathom Infiltrator for the little extra damage just in case you don't have any ninjas on hand or samurai I hope this helped a bit. My ninja deck is b/u and is as follows:
I took your advice and switched things around finally coming out with this build:
2x Ink-Eyes, Servant of Oni
2x Higure, the Still Wind
1x Okiba-Gang Shinobi
1x Throat Slitter
4x Ninja of the Deep Hours
3x Mistblade Shinobi
Ninja Enablers:
4x Judge's Familiar
4x Oona's Prowler
3x Hypnotic Siren
3x Ornithopter
4x Thoughtseize
3x Inquisition of Kozilek
Removal:
3x Go for the throat
Ninja Helpers:
4x Aqueous Form
1x Artful dodge
1x Ghostfire Blade
Mana:
2x Polluted Delta
1x Minamo, School at Water's Edge
1x Swarmyard
1x Shizo, Death's Storehouse
3x Watery Grave
2x Darkslick Shores
3x Drowned Catacomb
4x Swamp
4x Island
It seems a lot more solid and quicker now especially adding in the Aqueous Form for not only continuing to make my ninjas un-blockable but that added scry will def come in handy for card advantage. Keeping one artful dodge will allow me to use it in a dire situation if i need to get through for some final damage. These ninja helpers are a lot more efficient for modern then what I had I just wish I thought about them before hand. My other reason to go with this layout of helpers was to lower the mana curve which also speeds the deck up greatly keeping my mana open to cast y ninjas and quickly swarm the field when I can.
Too high curve (you have a bunch of ninjas that require an attacking creature AND 4+ mana to do anything). Most of the "ninja helpers" are useless, use removal instead (read last few pages of this thread for more detailed discussion about this very topic). Faerie Impostor is much worse than Quickling (and even he isn't too great).[/quote]
I took the advice and lowered my curve greatly and swapped out the imposters since it really made a lot of sense. added in a couple cards of removal as tech as well. I wanted to focus my ninja build as crippling my opponents hand and strike quick and do most damage as possible and it looks like its looking like that :). Any other suggestions that could improve the flow of it is greatly welcomed, and again thank you for the advice thus far.
2x Ink-Eyes, Servant of Oni
2x Higure, the Still Wind
1x Okiba-Gang Shinobi
1x Throat Slitter
4x Ninja of the Deep Hours
3x Mistblade Shinobi
Ninja Enablers:
4x Judge's Familiar
4x Oona's Prowler
3x Hypnotic Siren
3x Ornithopter
4x Thoughtseize
3x Inquisition of Kozilek
Removal:
3x Go for the throat
Ninja Helpers:
2x Shimmering Wings
2x Spectral Flight
2x Artful Dodge
1x Quietus Spike
1x Ghostfire Blade
Mana:
2x Polluted Delta
1x Minamo,School at water's Edge
1x Swarmyard
1x Shizo, Death's Storehouse
3x Watery Grave
2x Darkslick Shores
3x Drowned Catacomb
4x Swamp
4x Island
2x Ink-Eyes, Servant of Oni
2x Higure, the Still Wind
2x Okiba-Gang Shinobi
1x Throat Slitter
4x Ninja of the Deep Hours
4x Mistblade Shinobi
Ninja Enablers:
4x Judge's Familiar
4x Oona's Prowler
2x Faerie Impostor
4x Ornithopter
4x Thoughtseize
3x Inquisition of Kozilek
Ninja Helpers:
2x Shimmering Wings
2x Spectral Flight
3x Artful Dodge
2x Neko-Te
1x Quietus Spike
1x Ghostfire Blade
Mana:
2x Polluted Delta
1x Minamo,School at water's Edge
1x Swarmyard
1x Shizo, Death's Storehouse
3x Watery Grave
2x Darkslick Shores
3x Drowned Catacomb
4x Swamp
4x Island
In the end I wanted to make the deck as competitive as it can be even though I know it won't win a lot I would love if it could even contend a little bit which is why I'm so dedicated to improving it.
I'm not sure if I back tracked on the deck or not but I hope this build seems more competitive, and I definitely appreciate all criticism and feed back regarding this deck. Thank you
3 Deranged Hermit
2 Scion of the Wild
4 Squirrel Mob
1 garruk wildspeaker
2 Mimic Vat
1 Coat of Arms
2 Alpha Status
4 Chatter of the Squirrel
2 Doubling Season
4 Rampant Growth
4 Squirrel Nest
3 Vines of Vastwood
3 Green Sun's Zenith
1 swarmyard
3 Deserted Temple
4x Woodland Cemetery
2x Golgari Guildgate
6x Swamp
9x Forest
2x Rancor
2x Altar's Reap
1x Murder
1x Killing wave
2x Abrupt Decay
2x Golgari Charm
4x Putrefy
1x Jarad's Orders
1x Deadbridge Chant
1x Gaze of Granite
2x Strangleroot Geist
2x Butcher Ghoul
2x Blood Artist
3x Champion of Lambholt
2x Vorapede
1x Lotleth Troll
3x Dreg Mangler
2x varolz, the Scar-Striped
1x Jarad, Golgari Lich Lord
2x Corpsejack Menace
1x Korozda Gorgon
Maybe something like this:
4x Mistblade Shinobi
4x Ninja of the Deep Hours
4x Ornithopter
4x Sage Owl
3x Spire Golem
2x Walker of Secret Ways
2x Echoing Truth
3x Artful Dodge
2x Distortion Strike
2x Veil of Secrecy
2x Neko-Te
1x Minamo, School at Water's Edge
22x Island
Xyx is right unfortunately the two tribes don't really go together its really better to go one or the other or make two seperate decks. If you're still interested in using the samurai I was able to make a quick cheap deck of white samurai as an example and its no more then $30 total. Ninjas are a fun tribe but aren't the strongest but can be great if combined with the right cards I believe, if you have any questions feel free to ask and I'd be glad to help you the best i can
White Samurai deck:
1x Konda's Banner
2x No-Dachi
1x Oathkeeper, Takeno's Daisho
1x Soratami Cloud Chariot
24x Plains
2x Araba Mothrider
2x Cage of Hands
4x Call to Glory
1x Day of Destiny
4x Devoted Retainer
2x Indomitable Will
2x Inner-Chamber Guard
1x Kentaro, the Smiling Cat
2x Kitsune Blademaster
1x Konda, Lord of Eiganjo
4x Konda's Hatamoto
1x Nagao, Bound by Honor
1x Opal-Eye, Konda's Yojimbo
1x Sensei Golden-Tail
1x Takeno, Samurai General
After looking a bit I found a few samurai that maybe worth looking at that could maybe help you out:
Araba Mothrider- a samurai and can also be an enabler too
Devoted Retainer- a nice 1 drop creature
Hand of Honor-protection from black
Indebted Samurai- an alright samurai but if you choose to run him I would recommend only using 1
As for the strategy for my masked crusaders has a couple things going on it's to practically manipulate the board and by disrupting my opponents hand with Inquisition of Kozilek and Okiba-Gang Shinobi, and then using Ink-Eyes, Servant of Oni to bring whatever creatures that went to the grave hopefully a powerful and bring it back under my control and of course making sure my guys are unblockable most of the time is always a key feature to any ninja deck but only one of many ways to use them imo. I use my small guys to hit my opponents to ninjitsu in my ninjas as fast as possible to get damage as quick as I can having Ninja of the Deep Hours keep my hand up and Mistblade give me some control, the equips are there for extra damage and some control Neko-Te is a personal fav that allows me to lock down opponents creatures for the whole game until its removed or they find some way to untap their creature and deals damage when the equipped creature of mine does damage, and the spike is just a damage dealer. Higure is pretty straightforward roll and the other spells are just there to move my deck along really kil spells card draw etc. Hope this helped and best of luck on your build
3x Higure, the still Wind
4x Ornithopter
2x Okiba-Gang Shinobi
2x Tormented soul
4x Ninja of the Deep Hours
3x Inkfathom Infiltrator
3x Mistblade Shinobi
3x Quietus Spike
2x Serum Visions
3x Go for the throat
2x Veil of Secrecy
2x Rend Flesh
2x Inquisition of Kozilek
3x Artful Dodge
6x Island
2x Creeping Tar Pit
2x Darkslick Shores
3x Drowned Catacomb
1x Shizo, Death's Storehouse
1x Watery Grave
1x Swarmyard
1x Minamo, School at Water's Edge