Pulled my BU Ninja deck apart and converted it too a Mono-B FaerieNinjaStandstill - so far it's been working great (seems more consistent). Also it maintains the board better as it has some decent control elements (especially against other fair creature decks).
Walker of Secret Ways is generally terrible - if you really want to bounce your ninjas back to hand, Cloudstone Curio is much much better (though, in 1v1, I don't find myself wanting to bounce stuff back much). Your enablers seem fairly solid, though I would go with Ornithopter over Cloud of Faeries for "free guy" - attacking on T2 vs. T3 is a non-trivial advantage, as is not needing to float 2 mana until post-combat.
One end-game tech I've been playing around with is Blustersquall - ninja decks always seem to have trouble getting in that last little bit of damage once ninja's are out, Blustersquall (and/or Cryptic Command for a better, much more expensive option) allows for that final alpha strike.
I thought of Ornithopter after I bought a bunch of the cards. I already spent $4 on the Fairies so I doubt I'll drop them (especially as I doubt I'd run them in any other deck); I'll consider the Thopters for the Tormented Souls though. O-mana is still better then 1 mana. Most cases Flying vs. Unblockable T2 is meaningless; it would also leave a land open for Duress/Spell Pierce.
Mistblade shinobi is easily one of the best ninjas, along ninja of the deep hours. He's the cheapest to activate too. I'd add a playset over some bad ninjas you have.
Also, a single rogue's passage i wonderful late game when the bord is clogged.
What "bad" Ninjas would you drop? I'm guessing Throat Slitter and Walker of Secret Ways.
I'll look into the Rogue's Passage.
I'm also thinking about taking out the two artifacts; most times they are just dead cards in my hand. Both can be a benefit but (usually) I find I'd rather use the mana to Ninjitsu.
What "bad" Ninjas would you drop? I'm guessing Throat Slitter and Walker of Secret Ways.
Walker of secret ways and silent blade oni. Oni is way too expensive to activate, you already have higure and ink eyes to top your curve. Throat slitter is actually ok. Not great, but ok.
Really? (Silent-Blade) I don't find Higure to be all that Expensive. I guess I could try cutting him. I haven't picked up the second one yet as my local shop didn't have any so it's not such a big deal.
I still think I'm going to cut the Artifacts; I've never been interested in Equipment except the fun or OP ones (Elbrus, the Binding Blade, Umezawa's Jitte, etc).
Edit: No I don't have a Jitte. I won't spend more then $20 on a card and then it has to be one I really want (Entomb or Survival of the Fittest). My point was those are the types I would like to run if I bothered.
I've been playing 1v1 ninjas since 2006 and in my experience its unusual to have mana open for Mana Leak. Also Ornithopter is by far the best enabler, a 4-of for sure! I've used Distortion Strike with great succes and am now going to try out Cover of Darkness instead. Blustersquall seems very nice too. I've tried a bunch of ways to bounce my ninjas but I've found it pretty pointless - its usually much better to keep them on the battlefield, summon new ones and make the old ones unblockable.
Yeah I think I'm going to ditch the Tormented Souls for a playse of Ornithopters. I'll keep the Fairies and Thalakos Seers; fairies are free T2 and on - the Seers + Ninja of the Deep Hours have given me crazy CA.
I've been thinking of grabbing a 2-4 Cover of Darkness; might be more beneficial then the Artifacts. Not sure what to cut for the additional 2 though.
Probably also going to sub in Doomblade for Mana Leak main deck; just too hard to keep 2 mana free for a spell I might want to counter.
The only other change I was thinking was replacing Spell Pierce with Force Spike; that way at least it can hit early creatures. Thoughts?
I'd also like to replace the Jwar Isle Refuge and 2 Basic lands for a playset of better duals but that's a later investment.
Just a question. You said you got the ninja deck with 2x baleful strix. Why not play them in this deck? Strixes are great ninja enablers and great blockers, better than the shadow guy imo.
I was thinking the same thing. Besides, Thalakos Seer has a somewhat troublesome mana cost for a dual colored deck without a s***load of duals. I ended up cutting them from my list because of that.
Another thing: Cloud of Fairies may seem like a free enabler but more often than not you won't be able to replay it post combat because you've tapped your land for ninjitsuing. By casting it pre combat next turn you'll actually lose an attack each time. I'd rather use Tormented Soul.
EDIT: CoF is a lot better in a ninja deck like FairieNinjaStill that only plays the two smallest blue ninjas and wants to keep mana open for countermagic. You're playing the heavy-hitters too, so you'll pretty much be tapping out each combat until late-game.
I do have them so I could through them back in for now, but I actually bought the pack for those two cards; the pack was $25 vs. $30 for 2 Baleful Strix. I want them for a deck I plan to start building soon and thought this was a cheaper way to get them and a moderately cheap deck.
@Mr. Sinister; I don't play it post combat. I play it pre-combat, get the mana back and Ninjitsu with the creature I cast the turn before. The Fairies allow me to cast them and then Ninjitsu with only two mana. The Souls still tap me for 1-mana I don't get back.
What they're saying (and what I was referring to earlier) is that if you don't re-cast them post combat, they won't get to attack next turn - and ninjas really, really need to be attacking every turn.
How are they not attacking next turn if I cast them this turn? I attack and Ninjitsu with the creature I cast last turn, after casting the fairies this turn. Next turn I recast the creature I returned this turn (Seer or Ornithopter; even Baleful Strix if I put him in). I will not always be able to cast any creature that costs mana post combat; that's why I agreed the Ornithopters were a good addition.
To be honest the enablers haven't been the issue with the deck, they work fine; the Ornithopters are just an improvement. The issues I was noticing while playing were the balance I had with Ninja's, and support spells.
Edit: I do realize what you're saying; that I may not be able to cast them post combat on the turns on Ninjitsu them. As I've said that goes for all the creatures except Ornithopter though. Yes it's slightly more likely I'll be able to recast the Tormented Souls but in most games I haven't found it to be that often.
@Mr. Sinister; I don't play it post combat. I play it pre-combat, get the mana back and Ninjitsu with the creature I cast the turn before. The Fairies allow me to cast them and then Ninjitsu with only two mana. The Souls still tap me for 1-mana I don't get back.
Of course you play CoF pre combat the first time (T2 or whatever) but the point of an enabler is to get bounced back to your hand, leaving a ninja in its place, and then get recast ASAP for another ninjitsu-swap. When you've bounced CoF once, you'll typically have to wait until your next turn to replay it, meaning you won't be able to use it every turn. TS costs one mana yes, but you are more likely to have a single land untapped post combat than two, and thus you'll be more likely to be able to recast it than CoF. In my experience ninjas are all about tempo.
EDIT: I hadn't seen your latest reply before I posted this.
Of course you play CoF pre combat the first time (T2 or whatever) but the point of an enabler is to get bounced back to your hand, leaving a ninja in its place, and then get recast ASAP for another ninjitsu-swap. When you've bounced CoF once, you'll typically have to wait until your next turn to replay it, meaning you won't be able to use it every turn. TS costs one mana yes, but you are more likely to have a single land untapped post combat than two, and thus you'll be more likely to be able to recast it than CoF. In my experience ninjas are all about tempo.
EDIT: I hadn't seen your latest reply before I posted this.
No worries; I posted on here to ask for advice. I just know from experience with the deck I wasn't able to cast Tormented Souls much more frequently then the Fairies. Also, worst case the Fairies can block (if needed); I'd rather not but it can be helpful.
I do appreciate all the input and have made notable changes to the deck based on it.
No worries; I posted on here to ask for advice. I just know from experience with the deck I wasn't able to cast Tormented Souls much more frequently then the Fairies. Also, worst case the Fairies can block (if needed); I'd rather not but it can be helpful.
I do appreciate all the input and have made notable changes to the deck based on it.
Cool. Zephyr Sprite is also a possibility - it blocks.:)
Obviously the land base could be chopped up differently; I've mainly just used what I have available for that. Soaring Seacliff makes a substantial difference when you really need that Ninja to hop over your opponent's defenses. I've gotten plenty of use out of Halimar Depths even though coming into play tapped can slow down your casts. It hasn't been much of an issue to me since I'm used to running this deck with a tiny mana pool, and I'd much rather control the next card I'll be drawing.
Baleful Strix is your best friend. It's the perfect card for BU Ninjas, on top of being a wonderfully efficient card for any BU deck. Never leave home without it. I'd run four if I had four. Augury Owls are also nice to have for improving your draws.
Crucially, Faerie Impostor is a miracle worker. She combos beautifully with Ornithopter for some vicious turn one plays, and can airlift your Ninjas from trouble when needed. They've earned a permanent spot in my Ninja deck.
Typhoid Rats may seem an odd choice over Tormented Soul, but nobody wants to ever block the little bastards and they double as wonderful blockers themselves if needed.
Spiketail Hatchlings were the latest addition to the deck, and I've been quite pleased with their situational board-stalling ability. If they get swapped out, it'll likely be for Inkfathom Infiltrators or Oona's Prowlers, but for now I think the deck needs more control than aggro cards.
Lastly, the Ninjas. High cost Ninjas didn't make the cut. It's a damn shame, since I do heart Ink-Eyes, Servant of Oni, but by the time they hit the board the game is likely already decided. The biggest mistake I made in all my early Ninja decks was to include far too many Ninjas and far too few enablers. Getting Ninjas into play when their enablers had died turns ago was frustratingly difficult.
My advice is to run between 8-10 Ninjas, and as many enablers/utility creatures as you can. Also, try to get as much utility as possible out of the enablers. A 1/1 evasive creature for CMC 1 isn't good for much beyond enabling Ninjas.
Edit: Also, I really like your inclusion of Thalakos Seer. Great ability for Ninjas! The trouble I see with that is his UU casting cost which could be difficult to drop reliably and repeatedly.
16x Island
4x Mishra's Factory
Creatures
Utility
4x Ornithopter
4x Faerie Imposter
4x Cloud of Faeries
4x Spellstutter Sprite
4x Mistblade Shinobi
4x Ninja of the Deep Hours
2x Higure, the Still Wind
Spells
4x Standstill
4x Mental Misstep
4x Daze
2x Spell Pierce
U FaerieNinjaStandstill U
B Swag Flu B
In Development
BG Nightmare Survival GB
B The Gate B
BRG Jund GRB
One end-game tech I've been playing around with is Blustersquall - ninja decks always seem to have trouble getting in that last little bit of damage once ninja's are out, Blustersquall (and/or Cryptic Command for a better, much more expensive option) allows for that final alpha strike.
My Decks:
Casual MP
:symg::symb:GB Glissa Pod:symg::symb:
:symu::symw::symb:Esper Artifacts:symu::symw::symb:
:symu::symb::xmana:Ninjas!:xmana::symb::symu:
U FaerieNinjaStandstill U
B Swag Flu B
In Development
BG Nightmare Survival GB
B The Gate B
BRG Jund GRB
My Decks:
Casual MP
:symg::symb:GB Glissa Pod:symg::symb:
:symu::symw::symb:Esper Artifacts:symu::symw::symb:
:symu::symb::xmana:Ninjas!:xmana::symb::symu:
I may also look into Cloudstone Curio.
U FaerieNinjaStandstill U
B Swag Flu B
In Development
BG Nightmare Survival GB
B The Gate B
BRG Jund GRB
Also, a single rogue's passage i wonderful late game when the bord is clogged.
I'll look into the Rogue's Passage.
I'm also thinking about taking out the two artifacts; most times they are just dead cards in my hand. Both can be a benefit but (usually) I find I'd rather use the mana to Ninjitsu.
U FaerieNinjaStandstill U
B Swag Flu B
In Development
BG Nightmare Survival GB
B The Gate B
BRG Jund GRB
Walker of secret ways and silent blade oni. Oni is way too expensive to activate, you already have higure and ink eyes to top your curve. Throat slitter is actually ok. Not great, but ok.
I still think I'm going to cut the Artifacts; I've never been interested in Equipment except the fun or OP ones (Elbrus, the Binding Blade, Umezawa's Jitte, etc).
Any opinions on the Mana Leaks?
Edit: No I don't have a Jitte. I won't spend more then $20 on a card and then it has to be one I really want (Entomb or Survival of the Fittest). My point was those are the types I would like to run if I bothered.
U FaerieNinjaStandstill U
B Swag Flu B
In Development
BG Nightmare Survival GB
B The Gate B
BRG Jund GRB
I've been thinking of grabbing a 2-4 Cover of Darkness; might be more beneficial then the Artifacts. Not sure what to cut for the additional 2 though.
Probably also going to sub in Doomblade for Mana Leak main deck; just too hard to keep 2 mana free for a spell I might want to counter.
U FaerieNinjaStandstill U
B Swag Flu B
In Development
BG Nightmare Survival GB
B The Gate B
BRG Jund GRB
4x Underground River
2x Jwar Isle Refuge
8x Island
6x Swamp
Creatures
Enablers
4x Ornithopters
4x Cloud of Fairires
4x Thalakos Seer
4x Mistblade Shinobi
2x Throat Slitter
2x Sigure, the Steel Wind
2x Ink-Eyes, Servant of Oni
4x Spell Pierce
4x Doomblade
Sorceries
4x Duress
Enchantment
2x Cover of Darkness
The only other change I was thinking was replacing Spell Pierce with Force Spike; that way at least it can hit early creatures. Thoughts?
I'd also like to replace the Jwar Isle Refuge and 2 Basic lands for a playset of better duals but that's a later investment.
U FaerieNinjaStandstill U
B Swag Flu B
In Development
BG Nightmare Survival GB
B The Gate B
BRG Jund GRB
Another thing: Cloud of Fairies may seem like a free enabler but more often than not you won't be able to replay it post combat because you've tapped your land for ninjitsuing. By casting it pre combat next turn you'll actually lose an attack each time. I'd rather use Tormented Soul.
EDIT: CoF is a lot better in a ninja deck like FairieNinjaStill that only plays the two smallest blue ninjas and wants to keep mana open for countermagic. You're playing the heavy-hitters too, so you'll pretty much be tapping out each combat until late-game.
@Mr. Sinister; I don't play it post combat. I play it pre-combat, get the mana back and Ninjitsu with the creature I cast the turn before. The Fairies allow me to cast them and then Ninjitsu with only two mana. The Souls still tap me for 1-mana I don't get back.
U FaerieNinjaStandstill U
B Swag Flu B
In Development
BG Nightmare Survival GB
B The Gate B
BRG Jund GRB
My Decks:
Casual MP
:symg::symb:GB Glissa Pod:symg::symb:
:symu::symw::symb:Esper Artifacts:symu::symw::symb:
:symu::symb::xmana:Ninjas!:xmana::symb::symu:
To be honest the enablers haven't been the issue with the deck, they work fine; the Ornithopters are just an improvement. The issues I was noticing while playing were the balance I had with Ninja's, and support spells.
Edit: I do realize what you're saying; that I may not be able to cast them post combat on the turns on Ninjitsu them. As I've said that goes for all the creatures except Ornithopter though. Yes it's slightly more likely I'll be able to recast the Tormented Souls but in most games I haven't found it to be that often.
U FaerieNinjaStandstill U
B Swag Flu B
In Development
BG Nightmare Survival GB
B The Gate B
BRG Jund GRB
Of course you play CoF pre combat the first time (T2 or whatever) but the point of an enabler is to get bounced back to your hand, leaving a ninja in its place, and then get recast ASAP for another ninjitsu-swap. When you've bounced CoF once, you'll typically have to wait until your next turn to replay it, meaning you won't be able to use it every turn. TS costs one mana yes, but you are more likely to have a single land untapped post combat than two, and thus you'll be more likely to be able to recast it than CoF. In my experience ninjas are all about tempo.
EDIT: I hadn't seen your latest reply before I posted this.
No worries; I posted on here to ask for advice. I just know from experience with the deck I wasn't able to cast Tormented Souls much more frequently then the Fairies. Also, worst case the Fairies can block (if needed); I'd rather not but it can be helpful.
I do appreciate all the input and have made notable changes to the deck based on it.
U FaerieNinjaStandstill U
B Swag Flu B
In Development
BG Nightmare Survival GB
B The Gate B
BRG Jund GRB
Cool. Zephyr Sprite is also a possibility - it blocks.:)
2x Jwar Isle Refuge
2x Evolving Wilds
2x Halimar Depths
2x Tainted Isle
4x Island
2x Soaring Seacliff
7x Swamp
Utility
2x Baleful Strix
1x Dimir Infiltrator
2x Augury Owl
4x Ornithopter
4x Spiketail Hatchling
2x Typhoid Rats
4x Faerie Impostor
2x Ninja of the Deep Hours
2x Throat Slitter
1x Higure, the Still Wind
2x Mistblade Shinobi
1x Sakashima's Student
Instants
4x Spell Pierce
4x Agony Warp
4x Duress
Obviously the land base could be chopped up differently; I've mainly just used what I have available for that. Soaring Seacliff makes a substantial difference when you really need that Ninja to hop over your opponent's defenses. I've gotten plenty of use out of Halimar Depths even though coming into play tapped can slow down your casts. It hasn't been much of an issue to me since I'm used to running this deck with a tiny mana pool, and I'd much rather control the next card I'll be drawing.
Baleful Strix is your best friend. It's the perfect card for BU Ninjas, on top of being a wonderfully efficient card for any BU deck. Never leave home without it. I'd run four if I had four. Augury Owls are also nice to have for improving your draws.
Crucially, Faerie Impostor is a miracle worker. She combos beautifully with Ornithopter for some vicious turn one plays, and can airlift your Ninjas from trouble when needed. They've earned a permanent spot in my Ninja deck.
I had at one point included Signal Pests, and may put them back in over the Dimir Infiltrator and Augury Owls, but I'm a fan of diversity.
Typhoid Rats may seem an odd choice over Tormented Soul, but nobody wants to ever block the little bastards and they double as wonderful blockers themselves if needed.
Spiketail Hatchlings were the latest addition to the deck, and I've been quite pleased with their situational board-stalling ability. If they get swapped out, it'll likely be for Inkfathom Infiltrators or Oona's Prowlers, but for now I think the deck needs more control than aggro cards.
Lastly, the Ninjas. High cost Ninjas didn't make the cut. It's a damn shame, since I do heart Ink-Eyes, Servant of Oni, but by the time they hit the board the game is likely already decided. The biggest mistake I made in all my early Ninja decks was to include far too many Ninjas and far too few enablers. Getting Ninjas into play when their enablers had died turns ago was frustratingly difficult.
My advice is to run between 8-10 Ninjas, and as many enablers/utility creatures as you can. Also, try to get as much utility as possible out of the enablers. A 1/1 evasive creature for CMC 1 isn't good for much beyond enabling Ninjas.
Edit: Also, I really like your inclusion of Thalakos Seer. Great ability for Ninjas! The trouble I see with that is his UU casting cost which could be difficult to drop reliably and repeatedly.