When Numbing-Toxin Ninja enters the battlefield, target creature an opponent controls becomes 0/1 until end of turn.
[2/3]
School of Shinobi3U
Instant [U]
As an additional cost to cast School of Shinobi, return an unblocked attacking creature you control to its owner’s hand.
For each Island you control, put a 1/1 blue Merfolk Ninja creature token onto the battlefield tapped and attacking.
Typhoon's Eye3U
Creature - Merfolk Ninja [R]
Ninjutsu U
When Typhoon's Eye enters the battlefield, the next nonland card you cast this turn can be cast as though it had flash.
[2/1]
Ship-Sinker3UU
Creature - Merfolk Ninja [R]
Ninjutsu UU
When Ship-Sinker enters the battlefield, target opponent puts the top five cards of his or her library into his or her graveyard. Then you draw two cards if that graveyard has twenty or more cards in it.
[3/2]
There are a few more yet to come. I will add them to this post when I get them done.
This template really isn't something common should be doing, but once these bump up to uncommon or rare, they're definitely an interesting take on the keyword. I think tidestalker makes the best common, but taking the casting cost off this guy is just being cute, really. The same goes for flood riders, which is a decent uncommon, though I'm not convinced it should be this big as a blue creature.
Numbing-Toxin ninja would make a fine rare, and fits pretty well into the rare slot as written. Because of the issue of delving through the layers of stat changes, keeping this out of lower rarities would be a blessing for drafters and judges alike.
Regarding the individual cards, I like where you've gone with School of Shinobi - it's like a 4-power Ninja split across many bodies, which helps you ninjutsu in even more creatures next turn.
I'm less a fan of Eel Dancers. Leaving creatures behind on defense just so your three-toughness guy can get in for something resembling a clock just doesn't sit well with me, especially in an archetype that should have a lot of evasive enablers. It doesn't even get any real value when it's flashed in, since an attacking creature does the same damage whether it's tapped or untapped.
This template really isn't something common should be doing, but once these bump up to uncommon or rare, they're definitely an interesting take on the keyword.
I agree, in a general sense, that this is not a common-friendly mechanic. But I also think that (for example) DFCs don't make sense as commons. But, there are common DFCs.
I think the difference is that WotC committed to the ideas of DFCs and pushed them as a big set mechanic, which made commons OK. So, I probably need to consider expanding this no-mana-cost mechanic if I'm going to do it at all.
I maintain that the best way to do these is just to have normal cards with ETB abilities and ninjutsu.
I disagree. I think that vanilla ETB triggers defeat the flavor of Ninjutsu. I don't see why I should just be able to hardcast a Ninja and get some ETB effect right away. I only used vanilla ETB triggers here because I could remove the mana costs and force you to use Ninjutsu. So, if I'm adding a mana cost, I'm going to put "during combat" back in, and I'm back to where I started.
But, IMO, going back to where I started is better than allowing hardcast ETB triggers on Ninjas.
I'm not super-happy with Eel Dancers, so I might work on it. But I should point out that the big reason it exists is so it can function as a free spell. I know, super dangerous. But I think that these blue Ninjas need that effect to get the "chain" effect that I'm looking for. I'll see if I can do the power-setting ability a different way, or scrap it and do something else with that ability.
To your second point, all of this set's black Ninjas are humans.
I think the difference is that WotC committed to the ideas of DFCs and pushed them as a big set mechanic, which made commons OK. So, I probably need to consider expanding this no-mana-cost mechanic if I'm going to do it at all.
Your point about DFCs rings true to me... I'm curious how you think you might expand the no-mana-cost mechanic within your set to make it work. I can understand wanting the ninjas ETB effects to matter for combat; if it turns out that the only recourse is to put mana costs on them, perhaps try to focus their ETB effects on things that are best used during combat. The P/T switch, for instance, is much better during combat.
I think the difference is that WotC committed to the ideas of DFCs and pushed them as a big set mechanic, which made commons OK. So, I probably need to consider expanding this no-mana-cost mechanic if I'm going to do it at all.
Be aware that if you go in this direction, you'll have to be careful with anything that cares about converted mana cost for the rest of the block.
To your second point, all of this set's black Ninjas are humans.
Which leads into: What happened to all the Rat Ninjas? Did they all clean up their act and become Samurai instead?
I'm assuming Hidetsugu's Elite is a Human instead of an Ogre because you're keeping to a strict color=species separation among Ninjas?
Which leads into: What happened to all the Rat Ninjas? Did they all clean up their act and become Samurai instead?
I'm assuming Hidetsugu's Elite is a Human instead of an Ogre because you're keeping to a strict color=species separation among Ninjas?
The block takes place in a different geographical region of Kamigawa than the first block. (One that actually has large bodies of water. :)) So, while the blue Human Ninjas and the black Rat Ninjas of Kamigawa 1 may still exist in this time period, I've shifted the focus to this new region where they don't.
This also applies in a big way to kitsune, which are largely absent from this block for story reasons. They're still around, sure, but the only ones you're going to see are the Myobu and her companions, who are acting as peacekeeping emissaries from Jukai, to the warzone of this new region.
There are going to be a few groups and individuals from Kamigawa 1 who make the jump to this new setting (Hidetsugu, as you mentioned,) but doing this allow me to pick and choose the ones I need without feeling beholden to do everything just-so, as Kamigawa 1 did.
And yeah, I'm keeping a semi-strict color / species separation among my Ninjas and Samurai, somewhat less for my 5-color Monks. But only set-by-set. I could opt to go back with blue Human Ninjas in set two of the block. I just feel like keeping this distinction within each set is the right flavor choice.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
The cards are nice but am I the only one to have a problem with merfolk ninjas?
Stealth and the stereotypical ninja tricks are pretty easy to learn if you live underwater. There are plenty of fish that flash bioluminescence in predators' eyes in order to get away, and of course cephalopods have ink sacs... Both of these work just fine when you fight enemies on dry land.
Actually, something like an Octopus Ninja sounds perfect. They can camouflage themselves, squeeze through incredibly small spaces, have ink to disorient their enemies, stick to walls with suction, etc.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Actually, something like an Octopus Ninja sounds perfect. They can camouflage themselves, squeeze through incredibly small spaces, have ink to disorient their enemies, stick to walls with suction, etc.
Not until the sequel, really? Sure you don't have any slots in the final set of this block?
Here:
Gulfbreaker's Familiar5UU
Creature - Octopus Ninja (R)
Ninjutsu 3UU 1U: Copy target activated or triggered ability you control. You may choose new targets for the copy. Activate this ability only if Gulfbreaker's Familiar dealt damage to a player this turn. The ningyo rely on their pets to get a strong grasp of the field of war.
4/8
When Nerve-Toxin Chemist enters the battlefield, target creature an opponent controls loses all abilities and becomes 0/1 until your next turn.
[3/2]
Typhoon's Eye3UU
Creature - Merfolk Ninja [R]
Ninjutsu UU
When Typhoon's Eye enters the battlefield, you may pay :xmana:. If you do, gain control of target creature with converted mana cost X or less until Typhoon's Eye leaves the battlefield.
[4/1]
So, lots of big changes, but I feel they are necessary to avoid degenerate chaining of the ETB abilities.
Creature - Merfolk Ninja [C]
Ninjutsu 1UU
When Umiya Illusionists enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
[3/4]
Creature - Merfolk Ninja [C]
Ninjutsu U
When Tidestalker enters the battlefield, you may switch target creature’s power and toughness until end of turn.
[1/2]
Creature - Merfolk Ninja [U]
Ninjutsu 1U
When Numbing-Toxin Ninja enters the battlefield, target creature an opponent controls becomes 0/1 until end of turn.
[2/3]
Instant [U]
As an additional cost to cast School of Shinobi, return an unblocked attacking creature you control to its owner’s hand.
For each Island you control, put a 1/1 blue Merfolk Ninja creature token onto the battlefield tapped and attacking.
Creature - Merfolk Ninja [R]
Ninjutsu U
When Typhoon's Eye enters the battlefield, the next nonland card you cast this turn can be cast as though it had flash.
[2/1]
Creature - Merfolk Ninja [R]
Ninjutsu UU
When Ship-Sinker enters the battlefield, target opponent puts the top five cards of his or her library into his or her graveyard. Then you draw two cards if that graveyard has twenty or more cards in it.
[3/2]
Numbing-Toxin ninja would make a fine rare, and fits pretty well into the rare slot as written. Because of the issue of delving through the layers of stat changes, keeping this out of lower rarities would be a blessing for drafters and judges alike.
"A Plague on All Your Houses!" - Thespian's Stage Pox
Regarding the individual cards, I like where you've gone with School of Shinobi - it's like a 4-power Ninja split across many bodies, which helps you ninjutsu in even more creatures next turn.
I'm less a fan of Eel Dancers. Leaving creatures behind on defense just so your three-toughness guy can get in for something resembling a clock just doesn't sit well with me, especially in an archetype that should have a lot of evasive enablers. It doesn't even get any real value when it's flashed in, since an attacking creature does the same damage whether it's tapped or untapped.
Also, what happened to all the Human Ninjas?
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
I agree, in a general sense, that this is not a common-friendly mechanic. But I also think that (for example) DFCs don't make sense as commons. But, there are common DFCs.
I think the difference is that WotC committed to the ideas of DFCs and pushed them as a big set mechanic, which made commons OK. So, I probably need to consider expanding this no-mana-cost mechanic if I'm going to do it at all.
I disagree. I think that vanilla ETB triggers defeat the flavor of Ninjutsu. I don't see why I should just be able to hardcast a Ninja and get some ETB effect right away. I only used vanilla ETB triggers here because I could remove the mana costs and force you to use Ninjutsu. So, if I'm adding a mana cost, I'm going to put "during combat" back in, and I'm back to where I started.
But, IMO, going back to where I started is better than allowing hardcast ETB triggers on Ninjas.
I'm not super-happy with Eel Dancers, so I might work on it. But I should point out that the big reason it exists is so it can function as a free spell. I know, super dangerous. But I think that these blue Ninjas need that effect to get the "chain" effect that I'm looking for. I'll see if I can do the power-setting ability a different way, or scrap it and do something else with that ability.
To your second point, all of this set's black Ninjas are humans.
Your point about DFCs rings true to me... I'm curious how you think you might expand the no-mana-cost mechanic within your set to make it work. I can understand wanting the ninjas ETB effects to matter for combat; if it turns out that the only recourse is to put mana costs on them, perhaps try to focus their ETB effects on things that are best used during combat. The P/T switch, for instance, is much better during combat.
"If ~ is played using Ninjitsu, <effect>"
RRR Khorenthos - The Red Block (Feedback needed!) RRR
Be aware that if you go in this direction, you'll have to be careful with anything that cares about converted mana cost for the rest of the block.
Which leads into: What happened to all the Rat Ninjas? Did they all clean up their act and become Samurai instead?
I'm assuming Hidetsugu's Elite is a Human instead of an Ogre because you're keeping to a strict color=species separation among Ninjas?
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
This also applies in a big way to kitsune, which are largely absent from this block for story reasons. They're still around, sure, but the only ones you're going to see are the Myobu and her companions, who are acting as peacekeeping emissaries from Jukai, to the warzone of this new region.
There are going to be a few groups and individuals from Kamigawa 1 who make the jump to this new setting (Hidetsugu, as you mentioned,) but doing this allow me to pick and choose the ones I need without feeling beholden to do everything just-so, as Kamigawa 1 did.
And yeah, I'm keeping a semi-strict color / species separation among my Ninjas and Samurai, somewhat less for my 5-color Monks. But only set-by-set. I could opt to go back with blue Human Ninjas in set two of the block. I just feel like keeping this distinction within each set is the right flavor choice.
(It only took me a year!)
I mean, if teenage mutant turtles can be ninjas, why not merfolk? Also, this is now a thing.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Stealth and the stereotypical ninja tricks are pretty easy to learn if you live underwater. There are plenty of fish that flash bioluminescence in predators' eyes in order to get away, and of course cephalopods have ink sacs... Both of these work just fine when you fight enemies on dry land.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Heh. That's awesome.
Maybe for Kamigawa 3.
Not until the sequel, really? Sure you don't have any slots in the final set of this block?
Here:
Gulfbreaker's Familiar 5UU
Creature - Octopus Ninja (R)
Ninjutsu 3UU
1U: Copy target activated or triggered ability you control. You may choose new targets for the copy. Activate this ability only if Gulfbreaker's Familiar dealt damage to a player this turn.
The ningyo rely on their pets to get a strong grasp of the field of war.
4/8
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature - Merfolk Ninja [C]
Ninjutsu 1UU
When Ship-Sinkers enters the battlefield, target player puts the top three cards of his or her library into his or her graveyard.
[3/4]
Creature - Merfolk Ninja [C]
Ninjutsu U
When Blade of Darkened Tides enters the battlefield, target creature you control gets +1/-1 or -1/+1 until end of turn.
[1/2]
Creature - Merfolk Ninja [U]
Ninjutsu 1U
When Ningyo Spy enters the battlefield, draw two cards, then discard two cards unless you discard a creature card.
[2/3]
Instant [U]
As an additional cost to cast School of Shinobi, return an unblocked attacking creature you control to its owner’s hand.
For each Island you control, put a 1/1 blue Merfolk Ninja creature token onto the battlefield tapped and attacking.
Creature - Merfolk Ninja [R]
Ninjutsu 2U
When Nerve-Toxin Chemist enters the battlefield, target creature an opponent controls loses all abilities and becomes 0/1 until your next turn.
[3/2]
Creature - Merfolk Ninja [R]
Ninjutsu UU
When Typhoon's Eye enters the battlefield, you may pay :xmana:. If you do, gain control of target creature with converted mana cost X or less until Typhoon's Eye leaves the battlefield.
[4/1]