Maybeboard


We're out here, busting people left and right over the head with some super cool bonky-tonk tactics brought to you by Goro-Goro and Satoru. This build is formally inspired by the musings of both jwe94 and Crow_Umbra. Our pillars of theme are Ninjutsu relevant creatures, Dash-mechanics that take advantage of our tokens, and drawing a whole bunch of cards on combat damage. Your enemies are praying for quick defeat as you bellow victory with Descent of the Dragons!

Gitchie Gitchie Yah Yah, Ninja

This is a Grixis-colored () deck that is inspired by how another user constructed their deck. I aim to make this deck my own, and land the deck somewhere like / on the power scale.

Gather Up the Gang

  • Okay so as detailed, this deck was originally inspired by another deck known as The Glass Ninja Cannon. My main deriving factor from that list falls in how I construct the deck with some different cards, different synergies, etc., by I also just have needed to constuct something for this deck for awhile. My hope is that because of the release of Universes Beyond: Assassin Creed, I will finally have enough fast body enabling spells in order to make this more interesting to me.

  • I do intend to feature things like Ryusei, the Falling Star because I am forever infatuated with Kamigawa, and the former incarnations of the dragons tend to illicit a lot of power, in my opinion. Maybe also finding a way to use Keiga, the Tide Star in the deck in order to throw some love for Kiki-Jiki, Mirror Breaker or potentially just include Fable of the Mirror-Breaker  .

  • So the real aim is to have a great round of small warriors who know how to make contact, and send them with some minimal gear in order to get through, and then find a way to make those new dragons (from the combat damage) more dangerous when they stick around. It'll be a balance between warriors, and then subsequently dragons. Kinda reminiscent of Tarkir in that way.

  • It seems thus far I haven't actually included any dragons, nor thought to include any of them. It's become hard to shave away at these last few spots, but I will do my best to retain the cards I want rather than caving into what I think the most competitive choices would be.

  • Dependent on what we choose to be our plan of action, I think the most important part of our strategy is to recognize the order of operations. The best choice we have is to start with a low-to-the-ground body, such as one drop or potentially a token. The follow up move is to reinforce the attack by making it unblockable; making the shot you take pour over by doubling the attacking force; removing the opposition's resources and THEN swinging in.

Unblockable

  • Access Tunnel is a cheaper coated albeit less effective measure than the following land, but we staple unblockable to a creature and go with it.

  • Rogue's Passage ibid the above but it works for a little stronger of a creature if necessary.

(I definitely need more spells to help seal the unblockable part of this list, and I'm thinking Tetsuko Umezawa, Fugitive might be the best way to make that relevant, but I'm guessing that alongside a few 'can't be blocked' spells should be a cool way to pop off.)

Ninjutsu

  • Ingenious Infiltrator is a strong contender to hold up the Draw Advantage tab, but the thing about this is how sneakily it provides access to not just one draw because of an activation on itself through combat damage, but then you turn on this effect for any other ninja that happen to be attacking. Queue tons of dragons, tons of draw.

  • Mistblade Shinobi goes hard for the removal factor, and once all of the Assassin's Creed UB cards are finally added to the collection, I'll be revisiting this column to help reinforce this deck's construction further.

  • Prosperous Thief is one million percent my favorite ninja in this line-up that makes value on the damage queue. The creation of some free mana on the back end is just, chef's kiss, and not the red card, either.

  • Fallen Shinobi is just super cool and I greatly appreciate how this card is able to provide some explosive, splashy results via a combat step that was underestimated. And on a personal note, this is my second favorite of the ninjutsu featured creatures, because of the very beautiful artwork.

Draw Advantage

Removal

(Oh my goodness, what part of this deck ISN'T removal or counter magic? It's like you do a whole bunch of ninja-correlated nonsense that just is super flashy and fast, and the game is over before you know it. Detailed below I have so many one-off removal pieces that just kinda make certain elements.. redundant. However, this is what makes for stronger, more consistent edh construction. So feel free to comment if you think I could stand to change some things!)

  • Long Goodbye is so entertaining to me because it has such a beautiful line of text.. '..can't be countered.' and I think that's just, immaculate. Anything that has the line of text to not be countered almost immediately should draw attention because it's a canon event to the game. Better take note.

  • Pongify is a classic removal piece and says 'feels great, here's an ape.'

  • Rapid Hybridization ibids the above 'since you're a wizard, here's a lizard.'

  • Infernal Grasp goes HHAAAARRRRRRD, oh boy do I love this spell. A big draw to this build for me was the accessibility I had to removal and key components at mana value or less.

  • Feed the Swarm holds up a valuable notion in that we do not have very many pieces of enchantment removal available within our color shard.

  • Abrade is another example of multi-use spells going off, because we've got damage focus and also artifact removal, for pesky mana rocks.

  • Go for the Throat is another redundant removal spell and still goes wonderfully in our list.

Win-Cons

  • Descent of the Dragons is my favorite win conditions correlated to the deck, and I love it's niche use here, where maybe your opponents aren't expecting a wall of dragons.. that you blew up your own board for. The great part is it could be at worst an equalizer for board state. Dragon Tempest turns this into a contender that could kill on damage trigger alone.

  • Song of Totentanz is arguably slept on for this kind of construction, because you could cast in your main phase and proceed to swing out, making a TON of dragons, and essentially ibid my point above about making a whole lot of dragons at once.

(Generally, the win conditions column is the one where I detail the least amount of background because I would like to think the general construction is what wins you a game, rather than relying on one or two spells to seal the game out. I think this deck is no exception to that rule, but if you notice something.. mention it in the comments!)

  • Already I'm feeling the pressure points of the deck and intend to change a few cars to help ease the use, but it's close to being a super fun and scrappy, low-to-the-ground beatdown. Looking forward to discussing this deck more in the comments.

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Casual

97% Competitive

Revision 2 See all

(2 months ago)

-1 Dockside Extortionist main
+1 Gloomlake Verge main
-1 Mana Crypt main
+1 Mox Opal main
Date added 6 months
Last updated 2 months
Exclude colors WG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

50 - 0 Rares

25 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 2.04
Tokens Ape 3/3 G, Bird 2/2 U, Construct 0/0 C, Copy Clone, Dragon Spirit 5/5 R, Frog Lizard 3/3 G, Goblin 1/1 R, Ninja 1/1 U, Orc Army, Plot, Rat 1/1 B w/ Can't Block, Thopter 1/1 C, Treasure
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