Sideboard

Creature (1)

Instant (8)

Sorcery (1)


This deck is meant to maintain board advantage through the whole match, while punching some face with its small but abundant creatures. It will do so by dropping early evasive creatures to get the ninjas into play using Ninjutsu. Then, with the card advantage provided by Ninja of the Deep Hours and help from some utility spells and counterspells, it should just control the board and (somewhat slowly) take out the opponent.

Enablers


  • Ornithopter is a manacost-free flyer that can be targeted for ninjutsu; returned to hand with Familiar's Ruse or Faerie Impostor without additional cost; or just be dropped on turn one alongside another enabler.

  • Faerie Impostor has pretty good power for its one-mana investment. Has an evasion ability and a way to return ninjas to our hand, should we need to ninjutsu again to go through. It also has very nice synergy with Spellstutter Sprite, both allowing us to reuse the ETB trigger, or up the faerie count.

  • Hypnotic Siren is an evasive onedrop with an upside. While we won't use the Bestow very often with just 18 lands, it's useful to break stalemates, and we have the means to use the same card to enable a ninjutsu play on the second turn and use the mind control ability later.

  • Triton Shorestalker is the new blue Tormented Soul , and as such it will go through no matter what, so pretty good enabler early game, but lacks punch for it to be a good topdeck.

  • Spellstutter Sprite is a powerhouse in this deck. Counter, ninjutsu, then counter again. While we don't run a huge amount of faeries, with the card advantage machine that is Ninja of the Deep Hours it won't be that unusual to have two faeries available, and with that we have covered pretty much all targeted removal in the format, which is our worst enemy.

Ninjas


  • Mistblade Shinobi has a small body and its ability can be really useful in some matchups, but totally irrelevant in others. Not bad, but not great either. It goes in anyway both for the theme and because it helps reuse Spellstutter Sprite.

  • Ninja of the Deep Hours will drown you in card advantage if you can maintain control of the board. It's pretty much required that you get one in your starting hand, but a mulligan down to five is not that scary when you know you can expect to draw two cards every turn after the second one.

  • Higure, the Still Wind is the ninja lord of sorts, it will help your ninjas go through for those last points of damage or just flood the board with Ninja of the Deep Hours.

Utility Spells


  • Piracy Charm is a one card toolbox. It can kill those pesky Dark Confidant, Snapcaster Mage, Young Pyromancer and Vendilion Clique; amplify our damage a bit, and sometimes give evasion. When facing another aggro deck, being able to force discard at the draw fase is also really useful. It wont win us the game, but can turn the tide quite often, and it has a cheap cost to boot.

  • Familiar's Ruse is the counterspell of choice when running ninjas. It's a two-mana hard counter that can bounce our ninjas or Spellstutter Sprite.

  • Veil of Secrecy is a Vines of Vastwood of sorts, as it can be used both offensively and defensively, but it shines at protecting threats. Splice is a cool bonus, but its won't see play all that often, having 4 Arcane cards total in the deck.

  • AEtherize can pretty much end games for creature based decks. I'm testing it in place of the Sleep I previously had on that spot, but it looks better in most cases, as most creature decks don't like blocking (Affinity, Zoo).

  • Bident of Thassa if not dealt with, will draw us at least 2-3 cards the turn it resolves. The second ability can combo with AEtherize or just clear the path for our creatures, but it won't see much use.

Manabase


  • Ghost Quarter, or any other kind of land destruction is pretty much a must in the current meta. This one is cheap enough for both the deck (a higher activation cost would have been too much) and our wallet.

  • Faerie Conclave can act as an enabler in a pinch or even up the faerie count for Spelltuter Sprite, but will mostly just add a little bit of punch to our late game.

  • Islands must be from Kamigawa block, as they have the best art.

Sideboard

  • Boomerang is blue's answer to planeswalkers and enchantments, and can be quite useful if timed correctly. While it is a 1 for nothing, as you don't actually remove any threat, it gains us a lot of tempo.

  • Echoing Truth Can gets rid of tokens or slows down Zoo or Affinity.

  • Mistblade Shinobi against creature based decks.

  • Phyrexian Revoker works really well in this deck, as it can ban a card and then get bounced by a ninja to ban another one based on the situation we are dealing with. Great against Tron or planeswalkers.

  • Rapid Hypridization can destroy creatures, something very uncommon in mono blue. The token is easily dealt with by bouncing it, and against infect it's not a big deal to leave it on the board, as it does the wrong damage type.

  • Tormod's Crypt is good old graveyard hate. I choose it over Relic of Progenitus because the higher mana cost on the relic really hurts our tempo.

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Date added 10 years
Last updated 9 years
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 2 Rares

22 - 10 Uncommons

19 - 3 Commons

Cards 60
Avg. CMC 2.19
Tokens Frog Lizard 3/3 G
Folders Bloom, Ninjas
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