The second is Larceny, which is effectively an inverse Coastal Piracy. In that sense, our evasive 0 and 1 drops are first and foremost in the deck to get Yuriko online as soon as possible to help us grind for advantage. My concern, however, is that Door relies on us castingNinjas. I'd really like to have a battle-cruiser, mid-, and high-level, trio of combat centered decks with unique approaches to how they win. At first, Sakashima seems like just another Clone. Given that one of my primary issues with Vela was her cost, I began searching around for other commanders that might be successful with a similar strategy. It's another copy of the original Sakashima the Impostor and Spark Double, but it also let's Sakashima's Student become a Yuriko clone, and thus has an additional upside. Opponents: Jhoira, Weatherlight Captain & Yuriko, the Tiger's Shadow Starting hand was decent but I don't remember much of it since it got wheeled away with a turn 3 Windfall.. T1 - Fetch to Plains + Soul Warden T2 - Seraph Sanctuary + Giada, Font of Hope T3 - Plains + Crucible of Worlds Lost 5 cards in hand to Windfall and drew a new 5. Whir of Invention is also great in that it can get us Scroll Rack, Sensei's Divining Top, Maskwood Nexus, or whatever else we need at instant speed. This isn't to say that Yuriko is merely a worse version of Edric. Really, there are a very small set of NON-evasive 0-1 drops that make the cut, and each have a very specific purpose. In the pre-Modern Horizons version of the deck, our favorite thing to do was to copy Yuriko as many times as possible, using Mirror Gallery as a workaround for the legendary rule. This realization lead to the inclusion of Night's Whisper and Phyrexian Arena. This means that you're the primary target for your opponent's interaction. Toolbox Stratus Dancer is another option for countering spells, but stapled to a creature. New. We can play them at any point in the game without losing tempo, and if we play one on turn 2 it will actually save us from needing to discard a card to max hand size! I love this card, but all of our good artifacts in this deck are low cmc and are best when played early, and we overpay and get them too late with Whir. Almost more important than our evasive creatures is the ability to turn them into Ninjas. Nonetheless, I found that too often I didn't have enough good targets for it, and when there aren't good targets it's a vanilla ninja without evasion, albeit a beefy one. EDH: [Primer] Erebos, God of the Dead HONK HONK #21 Jul 29, 2018. I've upgraded this deck a lot since it was first created, and you do not need every card on my list to build a strong Yuriko deck! I also like having Walker of Secret Ways as she can return our ninjas to our hand for re-use in addition to snooping on what our opponents are up to. The MVP of the extra turn category has to be Temporal Trespass: It has the third highest cmc in the whole deck, and I've found myself having enough cards in the graveyard to cast it easily in the late game. That being said, ninjas tend to have abyssmal damage on their own, so you don't gain life off of him, and he doesn't have ninjutsu, making him dependent on other things giving him evasion. In this deck the best card is, This is where we win the game! [[Insidious dreams]] has been the most effective top deck manipulation effect so far, winning a few games on its own. This will allow us to ninjutsu our other ninjas onto the battlefield, and more importantly, get Yuriko back ASAP if she is destroyed. Lastly, Brainstorm and Ponder are already great cantrips on their own, but are especially powerful in a deck that depends on topdeck manipulation. Yuriko decks are already incredibly mana hungry and this card just adds even more strain. These interactive ninjas allow us to control the board and maintain our proactive game plan at the same time. So my list is probably more competitive than casual. You can easily tone it down by cutting the free counterspells like Fierce Guardianship, or by cutting the one mana tutors such as Vampiric Tutor. The compromise was to let our opponents keep their creatures, as long as they can't attack us. By the way, please don't be intimidated by the cost! Unlike most commander decks, our "mid game" starts around turn 3, the turn after getting our first Yuriko trigger. Didn't I already go on a rant about only including creatures that have evasion? Barring the above strategies, we can just use our ace-in-the-hole top-deck manipulation pieces like Scroll Rack and Soothsaying or Lim-Dul's Vault to set up the top of our deck to do enough damage to finish off the game. Tetsuko Umezawa, Fugitive is a weird inclusion in this deck. Unless it's an emergency, we're probably not using any of our creature lands to cheat Yuriko into play, but once we have a Ninja enchantment on board, they each represent more card draw. [ [Brainstorm]], [ [Scroll Rack]], and [ [Jace, the Mind Sculptor]] are all really important. Yuriko is a resilient commander, capable of dealing massive damage quickly. Yuriko, the Tiger's Shadow : r/EDH - Reddit Phantasmal Image is whatever we need it to be. We will win the game through a combination of combat damage and burn. This is the version of the deck played here, which is an optimized ninjas tribal approach that plays lots of ninjas while keeping good top-deck manipulation and interaction, which plays a suite of extra turn spells to facilitate a win when we're ready. Ninjutsu then bounces the unblocked creature to your hand and replaces it with the ninja, who then is guaranteed to get through for damage. I was somewhat successful with a combo-centric Oona, Queen of the Fae brew, but by the end, my list was too linear to hold my interest. This is often times the easiest and most effective way to win. We will use enchantments to turn our creatures into Ninjas to enable Yuriko's triggered ability and tribal synergies. Given that our creatures are so cheap, replaying them shouldn't be an issue. I'm playing exclusively on PlayEDH for now. lonely sandbar & barren moor, is that cycling good for something? It's a buy in tournament with prize support and as such they are not allowing proxies. If the game goes on much longer, we can be overwhelmed by our opponents' more expensive and powerful cards. Turn 2: Use to ninjutsu Yuriko, then discard a card to hand size on your cleanup. Playful OwO Commander / EDH. By Theme We typically want to start by re-playing an enabler. This card is great because it brings all of your ninjas back for a second shot, and also can do some good damage off the top. There are two more cards I want to mention in this section for their ability to speed up our clock, or else restrict our opponents from playing the game. It's possible to play expensive commanders successfully, but it's much tougher when you expect them to be the linchpin of your strategy. There are very few decks that could convince me to play Tormented Soul in Commander, but this is one of them. This card was only ever in because prior to Neon Dynasty he was a ninja that could hit the board for a ninjutsu cost of 2 and start racking Yuriko triggers. Second, we're likely going to play out our hand pretty quickly. Competitive Most of the time I become arch enemy before I can pull a win, and I hear that's pretty common for Yuriko. Discord Server | Ninja Welcome back to The Knowledge Pool! Scheming Symmetry can get us any card we want and put it on top of our library for some Yuriko damage, but can also be used right away if we draw it with Yuriko. We will attack with small, natively evasive creatures to enable casting Yuriko early and often. Firstly, there were no legendary ninjas in both blue and black, and thus while Higure, the Still Wind might seem like a great general there wasn't really enough support to field a full deck. Unnatural Selection: While this is a decent card it eats up a lot of mana. So which new commander made this Temur Timmy writer most excited this year? Twilight Prophet seemed like a natural inclusion in this deck, given its evasiveness and the fact that it draws us a card every turn. This deck relies heavily on having a creature on board at all times, so there are not many situations where we want to destroy all creatures with something like Damnation or Toxic Deluge. Even with a very low curve, the extra damage incurred with each attack will help take turns off our clock. Advice on competitive Yuriko Deck. 2021 non-doomsday. I'm trying to finalize my Yuriko decklist for an upcoming local tournament. Attention! That's not a cEDH thing, mostly a Yuriko thing. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Instead focus on giving your on board ninjas evasion so they can continue getting through and drawing you cards. In the current version, we can't justify Mirror Gallery, the generic Clone spells, or even Helm of the Host (which still works but is too costly in cmc) any more. The start of the majority of your games will go as follows: Turn 1: Use or to cast an enabler. Dimir Infiltrator is 2cmc, but his transmute ability allows him to function as a tutor for any 2cmc card, which is great whether we use him as an enabler first or not. That being said, I haven't had any problems with my removal, but the numbers seem low on paper. As long as we have any of our Ninja enchantments active, Coat of Arms will provide gigantic increases in power to our team. This card definitely belongs in the deck, and I even know what to cut for it. These cards are great because they not only provide great value throughout the course of the game, but can help us to finish well also. At the time we only had seventeen ninjas, so in addition to a little help from Arcane Adaptation and its functional equivalents we ran Mirror Gallery and a tons of Clone cards with the profligate goal of copying Yuriko herself for fun and profit. Fourthly, any ninja gets us a Yuriko trigger regardless of any other abilities, so Arcane Adaptation effects that make all of our creatures ninjas can win the game in a moment. It's also worth noting that we are pretty psyched to steal any Equipment, so maybe make friends with your opponent playing Nazahn, Revered Blacksmith (shout out to Mason at the Underdog's Corner). While not directly a creature, I did want to acknowledge our creature lands/rocks and Bitterblossom. Until I started working on this list, I had never heard of Selection, and even though it's the only one of our enchantments that requires us to pay additional mana to get the ability, the fact that it costs two is a boon for multiple reasons. Another thing that is great to get going in the early game is some top-deck manipulation. Help | I really like this card, and might put it back in if some of the newer ninjas don't perform as I hope they will. Indeed, this is the case with most ninjas- they are over-costed and have great on-damage abilities, but don't have evasion themselves to guarantee they can use them. This is why I've only included ramp spells that cost 0 mana. My two other decks are [[Ghired, conclave exile]] and [[Valduk, keeper of the flame]]. Alongside Mothdust Changeling, Sakashima's Student is our only other natural Ninja. After much testing I am pleased to offer up my Yuriko ninjas list. It was essential pre-Modern Horizons and still very useful afterwards in turning our enablers into ninjas. Primer This isn't always the card that wins you the game and sometimes is a key value piece that makes the engine run. I think there are some obvious switches I could make, like [[fierce guardianship]] instead of [[cancel]], but I have a habit of getting pie eyed over good stuff cards. This approach could provide some insanely powerful plays, but was also more prone to variance due to the low ninja count and the high number of high mana kill spells that could sometimes rot in our hand. Scan this QR code to download the app now. I've pointed out that we'll be relying on Yuriko's burn damage to finish off our opponents. Before we delve deeper into our creatures or any of the other goodies we're packing, let's take a look at these key enchantments. Another way is to chain extra turns: Another turn = another combat step = more Yuriko triggers. Siren Stormtamer protects our dudes from spot removal. We want these to be evasive so that they are unblocked, and low cmc so we can get them out early to enable our ninjas, and then redeploy them the same turn if possible to use them to enable still more ninjas. Dimir Keyrune is a ramp option of choice for this reason. For instance, I've included Mox Amber because Yuriko will almost always be on board, but I've neglected all the other moxen (Chrome Mox, Mox Diamond, Mox Opal) even though they would probably be potent here. We have to remember that evasive one drops also do terrible damage with Yuriko triggers, so we don't want more than we need. This is the Yuriko deck Jordan has been playing in some of our gameplay videos. Lastly, Hope of Ghirapur can lock an opponent out of the game if we're concerned about one player in particular. After looking at this deck, I know what you're all thinking: "Most of those creatures suck!" Format: Commander . Magic the Gathering, FNM is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved. Ertai Planeswalker. First, we can lower our land count slightly. Counterspell and Commit / Memory can stop bad things from happening, and card:Introduction to Annhilation can deal with anything, including pesky enchantments, that we might otherwise have trouble dealing with. This means we're more likely to have more success aiming for a "Ninja-less" Ninja deck, which is made possible by cards like Arcane Adaptation. We want to get damage through as early as possible, and the more cards we can draw to let us put bodies on board, the better off we'll be. I pointed out that it's a very real possibility for us to have a turn two Yuriko, and this is made possible because 12 of our creatures are one-drops. If we dome our opponent's with Temporal Trespass on turn two they will probably gang up on us and destroy us before we can get into a commanding board state. As mentioned earlier, the topdeck manipulation category can be divided up into 2 sub-categories: When deciding on cards in this category, I prioritized instants over sorcerys. Card Kingdom: $0.00 TCGplayer: $0.00 Export to Archidekt Export to Moxfield . Edric is cheap, and his access to blue means that we still get many of the better evasive creatures. She also draws cards without "drawing" them (thus avoiding any draw hate), and uses the cmc of the cards she draws to damage all of our opponents. First, Yuriko's triggered ability carries with it some burn damage, meaning that we don't have to be as concerned with the pump effects that an Edric deck might need to close the game. In the past, Yuriko was a disruptive general due to the lack of immediate win conditions. I think Paradoxical Outcome could be a really interesting way for us to protect our creatures while drawing more cards. This pushes us in a direction of caring about cmc for reasons other than mana curve. This week we get to finally talk about the long awaited Commander 2018 set! It's hard to argue that Study won't do an equivalent (if not far superior) job to Arena for our purposes. Cookie Notice While there was always an argument for this based on top-deck manipulation and because of the potential to drop it early and use it to explode ahead of the competition, it really is more of a pet card for me, and there are more synergistic options. The problem of course, is that these cards are most likely to rot in our hands and possibly draw us early aggro. If our opponents have beat each other up enough over the course of the game, we can often win with even a couple of triggers perhaps helped by a timely, Profile of a Ninja: Understanding Yuriko and Ninjutsu, Our Secret Weapon: The Best Card in the Deck, Potential Recruits (Cards I'm considering), Retired Ninjas (Cards I'm not playing and Why). We're playing the typical suite of 2-mana rocks that any non-green deck would play, but our best pieces our. I didn't go as lean as most competitive Edric decks, and I'm trying to straddle the line between being optimized and 75%. Can it be used at instant speed? Yuriko, the Tiger's Shadow (2022) (Commander / EDH MTG Deck) to see the latest version Yuriko, the Tiger's Shadow (2022) Commander / EDH* UB (Dimir) jimmyfoas Upvote 0 Playtest v1 Similar Deck Space Card Recommendations Commander Recommendations Card Kingdom $2K - 3K TCGPlayer Mkt $1.3K - 1.6K CardHoarder 216 TIX Compare to Spoiler Timeline I like to be able to cast my cards, and as a "mel" I value mechanical consistency. I already did some changes, e.g. Apparently Krikk has been winning the tournament nearly . Finally! You can also make it more competitive by adding the Demonic Consultation & Thassa's Oracle combo, or stax pieces like Null Rod. The only house rule I've ever played by is to allow [[Gleemax]] into the 99. Scan this QR code to download the app now, https://archidekt.com/decks/711488#Yuriko's_Rack, https://tappedout.net/mtg-decks/yurikos-rack/. I always lacked inspiration, and I would force myself to brew various commanders in the hopes of being surprised by the final result. In many games, we can expect to have Yuriko attacking as early as turn two, and while playing a commander on turn two might be ill-advised for most decks, we don't care if Yuriko dies because we have the very real expectation of replaying her almost immediately. I often swap it out for Dismember instead. Secondly, by default the fact that ninjutsu functions from the hand means that it does not function from the command zone. Need advice on a budget cEDH Yuriko (based on Playing with Power's deck) please! Primer Thus with Edric died my interest in the unblockable creature archetype Functionally, Yuriko operates more similarly to Edric than Vela, but many of the cards that made me interested in Vela for an unblockable strategy are equally applicable in Yuriko. A collection of Magic: The Gathering (MTG) decks from the Competitive Commander (EDH) Format. We're also running a bonus enabler in Whirler Rogue who, at four cmc, is far above the rate we'd want for a regular enabler. This is great, because our opponents can Swords to Plowshares Yuriko all day, and we can still get her back with a blue and a black as long as we have an unblocked attacker. I'll probably add it if I can figure out what to cut. Some players still adopt this approach, and while it has a lot of variance, it can definitely be fun. As such, the only thing Yuriko really has to fear is being stolen with Control Magic spells and abilities or hit with an Imprisoned in the Moon type of effect. It will eventually go in for sure. Optimizing Yuriko for upcoming local tournament : r/CompetitiveEDH - Reddit Before the release of Kamigawa: Neon Dynasty, we didnt have a ton of ninjas in the deck, so the unblockable enablers were essential for getting the ninjas we did have to connect. However, the card that I was most excited to find was Unnatural Selection. For me, the yearly Commander sets tend to be the most exciting product Wizards releases. We've already talked a little bit about Inkfathom Witch and Glen Elendra Liege, but Door of Destinies and Coat of Arms are intended to really push our team over the edge. while also having the option to win at instant speed on an opponent's turn. We need to focus on getting Yuriko triggers, protecting ourselves with counterspells, removing our opponent's threats, and manipulating the top card of our library all at the same time. Toothy, Imaginary Friend Commander / EDH. Some enablers that I used to play in the past but just barely miss the mark are Sage Owl, Spire Owl and Augury Owl. HOW GOOD IS YURIKO IN cEDH? - Play to Win Deck Tech - YouTube Tetsuko Umezawa, Fugitive is great because he also grants evasion to most of our ninjas, which is awesome. For a while I didnt play Memnite or Phyrexian Walker because they don't have any kind of evasion. Tempo Basically the important parts are topdeck manipulation. Sometimes this will simply be the end of a war of attrition. If cards like Demonic Tutor are not in your price range, I still think it's worth including tutor effects like Diabolic Tutor. Islandwalk is easily the most limited form of evasion among any of our creatures, but I think in most cases she'll have another blue player to prey on. However, he doesn't have evasion himself, and costs four cmc to cast, which is a higher rate than we would want for this type of creature. This will let us double up on Yuriko's ability, and fits nicely with the creature strategy we've established. When the man comes around Commander / EDH. While the six off the top was never bad, it always sucked to have it in hand late in game when our life total was too low to use it. Let's take a look at the glue holding this party together. The first is Quietus Spike, which will cut life totals in half when it's equipped to one of our dudes. Whenever I'm deciding on a new commander to build around, I look for three things: Yuriko fits this criteria to a tee, so it's no surprise that she's my all-time favourite commander. Articles and comments are user-submitted and do not represent official endorsements of this site. Blinkmoth Nexus, Creeping Tar Pit, and Faerie Conclave offer us three additional ways to get damage through, and the opportunity cost is virtually nothing. They effectively negate the "return a creature to hand" cost of ninjutsu, which allows us to further our game plan without having to take one step back, so to speak. Whisper lets us dig two cards deeper on demand, while Arena will help us slowly accrue more value as the game goes on. I still need to find a place for it though. As for interaction, Throat Slitter and my favorite ninja of all-time, card:Mist-blade Shinobi exist to help us to deal with creature-based threats repeatedly. In a deck where everything is evasive, any amount of extra buff is worth our attention, and this is one of our better options. Welcome to my Yuriko primer! Added a changelog! Many of these cards we've already talked about in detail. That being said, some still opt for this approach, and if you are interested in playing a deck like this you can watch a sample game here- https://www.youtube.com/embed/kLvDlCm30MI. 0 0 0. I've been playing commander since 2012, and I spend my free time brewing decks and exploring new strategies. With Adaptation and Conspiracy, we can make use of abilities that care about Ninjas entering the battlefield like Kindred Discovery and Door of Destinies. There just isn't the demand in this deck for this effect that there used to be. Primer for Turbo Ad Nauseam : r/CompetitiveEDH - Reddit Ninjas prefer to strike when no one is expecting it after all! Yuriko Casually Competitive EDH Deck - mtggoldfish.com I realized that it was in the best interest of the deck to have creatures with native evasion so we could ignore the cards that were solely included to grant evasion. What makes ninjas good is ninjutsu. Ultimately the current strategy is to overwhelm with ninja triggers. If we can assemble this synergy, we'll have no trouble refilling our hand and racing ahead of our opponents in card advantage. Moreover, despite my aversion to tutors in most decks, I feel the inclusion of them in this deck is important for reliably succeeding in our strategy. Being 14/16 cmc, they are pretty much impossible to cast in this deck, and can easily end up being dead cards in hand. We still have Arcane Adaptation for this purpose, but with Neon Dynasty we're better off just playing more and better ninjas. Propaganda is our other option for protection, and will likely dissuade most opponents from sending attackers in our direction. In fact, in my opinion she has several qualities that make her a more appealing choice overall. The following primer will be extensive and have a good amount of detail, and some of the earlier sections will explore the evolution of the deck from release till now. They're especially important when playing Yuriko since our game plan relies on dealing combat damage to our opponents, so clearing a blocker is a big deal. Primer edh1.10 ~ Yuriko, the Tiger's Shadow ~ Ninja ~ Budget EDH. A final bonus enabler is Moonblade Shinobi. You can now import it in the MTG Arena client. TappedOut.js Blog Widget, We'll want to begin by ramping, as in any deck, and by getting out some of our ninja enablers. The cream of the crop are Sun Quan, Lord of Wu, Archetype of Imagination, Cover of Darkness, and Tetsuko Umezawa, Fugitive as they give most of our creatures evasion against most things, but Higure, the Still Wind, Shizo, Death's Storehouse, Smoke Shroud, and Access Tunnel can give some evasion as well. Whatever works best for you and your playgroup! Of course, to use the ninja in the first place we need an unblocked creature, which points us to cheap evasive creatures. Godo has a fantastic primer that immediately got me interested to play the deck. I think this is why I originally put in [[aminatou's augury]]). Yuriko Hishimi - Wikipedia
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