134 KiB
Strategy Specifications
Deck Name And Archetype
Ninjas is a Historic Dimir tempo deck built around evasive one-mana bodies, ninjutsu-style pressure, cheap interaction, and soft permission. The registered list is 60 main-deck cards and 15 postboard cards, and the supplied format-aware validation result says the deck passes the active Historic contract. Runtime decisions must still treat the rules engine as authoritative for legal actions, because individual card availability, modified Arena text, zone timing, and replacement effects can change what is actually selectable.
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Identity: The deck is best classified as hybrid-stock rather than fully stock or rogue. The core plan of
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow,A-Moon-Circuit Hacker,A-Silver-Fur Master, andYuriko, the Tiger's Shadowis recognizable as Dimir Ninjas tempo, but the exact Historic configuration withHydroponics Architect,Force of Negation,Sink into Stupor,Snuff Out,Lórien Revealed, andKaito, Bane of Nightmaresshould be piloted from the registered-card context rather than from generic format memory. -
Tags: The active archetype/mechanic tags are
tempo, tempo, so the pilot should bias toward early damage plus card-flow while using disruption to preserve initiative. This does not mean every game is a race; the deck may pivot into a resource game withA-Moon-Circuit Hacker,Lórien Revealed,Kaito, Bane of Nightmares, and repeated evasive attacks when the visible board rewards patience. -
Mana validation: The main deck contains 20 lands:
Island,Swamp,Watery Grave,Darkslick Shores,Prismatic Vista,Otawara, Soaring City, andGloomlake Verge. The mana base is lean for a tempo deck and must support early black interaction, early blue card-flow and permission, and double-spell turns; hands with only colorless-equivalent access are not acceptable because every spell in the deck needs blue, black, or an alternate-cost condition. -
Role concern: The deck is not a pure aggro deck despite 16 evasive or enabling creatures at one mana. It needs an enabling creature to connect, a payoff or pressure piece to convert that connection, and enough interaction to stop the opponent from stabilizing; hands with only attackers and no payoff can stall, while hands with only payoff and no early body can be too slow.
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Legality concern:
A-Thousand-Faced Shadow,A-Moon-Circuit Hacker,A-Silver-Fur Master,Hydroponics Architect, andKaito, Bane of Nightmaresare exact registered names and must not be normalized to paper versions or similar-looking cards. Card text check required for all Arena-modified or less familiar cards before assuming exact triggers, costs, token behavior, or combat impact. -
Interaction concern:
Fatal Push,Force of Negation,Sink into Stupor,Snuff Out, and sideboardThoughtseize,Dismember,Toxic Deluge,Damping Sphere,Leyline of the Void, andBarrowgoyfdefine the deck's posturing after Game 1. The pilot must not name or plan around absent staples; every proactive or defensive line should be grounded in this exact 75-card registration. -
Opponent information status: No specific opponent deck, matchup, metagame field, or testing concern was supplied. Matchup guidance should therefore be archetype-facing and conditional: use visible permanents, revealed cards, graveyards, mana, life totals, and legal action text to infer role, and avoid assuming hidden cards or exact opponent configuration unless the game log has exposed them.
Thesis
Ninjas assembles an early evasive body, a ninjutsu-style payoff, and just enough disruption to keep the first successful attack from becoming a one-shot exchange. Ornithopter, Changeling Outcast, and A-Thousand-Faced Shadow supply the low-cost entry points; A-Moon-Circuit Hacker, A-Silver-Fur Master, and Yuriko, the Tiger's Shadow turn those entries into cards, damage, discounts, or scaling pressure; Fatal Push, Snuff Out, Force of Negation, and Sink into Stupor buy the tempo needed for those hits to matter.
The deck wins by connecting repeatedly while denying the opponent clean stabilization windows. Prioritize a hand and line that produces a legal attacker before the opponent can clog combat, then convert that attacker into either a payoff attack or a protected board. One evasive creature plus one payoff plus one piece of interaction is often stronger than a hand with more raw cards but no early connection.
The deck is not trying to become a hard-control deck, a pure all-in aggro deck, or a graveyard/combo deck in Game 1. Do not spend early turns only sculpting unless the visible matchup punishes creature deployment; do not trade away evasive bodies casually when they are needed to enable A-Moon-Circuit Hacker, A-Silver-Fur Master, Yuriko, the Tiger's Shadow, or Kaito, Bane of Nightmares; and do not hold interaction forever if using it now preserves an attack trigger or prevents a blocker from invalidating the tempo plan.
The highest priority is maintaining initiative: preserve an evasive attacker, make mana-efficient payoff deployments, and use free or cheap interaction to protect the turn where the deck first pulls ahead. Runtime legality overrides all heuristic plans, especially for Arena-specific cards: Card text check required for A-Thousand-Faced Shadow, A-Moon-Circuit Hacker, A-Silver-Fur Master, Hydroponics Architect, and Kaito, Bane of Nightmares before assuming exact modified text, token creation, trigger timing, or cost reduction.
Role Package
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Threats:
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow,A-Silver-Fur Master,Yuriko, the Tiger's Shadow,Hydroponics Architect, andKaito, Bane of Nightmaresare the cards that create pressure or convert board presence into a clock. Keep the first evasive body alive when it is the only legal entry point for payoff attacks, and avoid using it as a disposable blocker unless survival or a planeswalker-defense line clearly matters more than future connections. -
Payoffs:
A-Moon-Circuit Hacker,A-Silver-Fur Master,Yuriko, the Tiger's Shadow, andKaito, Bane of Nightmaresare the main reasons to play low-power evasive creatures instead of ordinary threats. Favor lines that put a payoff into combat while the opponent is still behind on mana or blockers; once a payoff is active, use interaction to keep attacks flowing rather than chasing marginal value elsewhere. -
Engines:
A-Moon-Circuit Hacker,Yuriko, the Tiger's Shadow,Lórien Revealed, andKaito, Bane of Nightmaresare the registered sources most likely to help the deck recover cards or sustain pressure.Hydroponics Architectmay also function as an engine or setup permanent depending on exact legal text; Card text check required, and choose lines from the visible action text rather than from assumptions. -
Velocity:
Lórien Revealed,A-Moon-Circuit Hacker,Kaito, Bane of Nightmares, and payoff attacks provide the deck's card-flow. Use velocity to find interaction or a second wave, but do not let a draw-focused line delay the first relevant attack unless the visible board makes attacking impossible or unsafe. -
Interaction:
Fatal Push,Snuff Out,Sink into Stupor, andForce of Negationare the main-deck tools for preventing blockers, combo turns, sweepers, or must-answer permanents from resetting the game. Spend removal aggressively on creatures that stop evasive pressure or race faster than the current clock; hold permission more carefully for noncreature plays that invalidate the board, but act when waiting would lose the tempo advantage. -
Protection:
Force of Negation,Sink into Stupor,Snuff Out, and sometimesFatal Pushprotect the attack engine by answering the card or creature that would break it. Protection here means preserving initiative, not shielding every permanent; accept losses of redundant one-drops when the payoff and next attack remain intact. -
Recursion: The registered main deck has no dedicated recursion module. Do not plan around returning used creatures, replaying spent interaction, or recurring threats unless the rules engine exposes a legal action from a visible card or effect.
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Mana:
Watery Grave,Darkslick Shores,Prismatic Vista,Island,Swamp,Otawara, Soaring City, andGloomlake Vergemust support early black removal, early blue payoffs or permission, and double-spell turns. Treat one-land hands as risky unless they contain a legal velocity or setup path, and value untapped Dimir access highly in the first two turns. -
Sideboard modules:
Thoughtseizeadds proactive disruption against combo, control, and sweepers;Damping Sphereattacks spell-chain or mana-engine opponents;Leyline of the Voidis graveyard pressure;Toxic Delugeis a reset button against creature boards;Dismemberis extra cheap removal;Barrowgoyfis a backup threat or grind card. Sideboard plans should preserve enough evasive bodies and payoffs to remain a tempo deck after interaction density changes.
Primary Win Conditions
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Evasive payoff chain: Build around
Ornithopter,Changeling Outcast, orA-Thousand-Faced Shadowconnecting early, then convert the unblocked attacker intoA-Moon-Circuit Hacker,A-Silver-Fur Master, orYuriko, the Tiger's Shadowpressure when the rules engine shows a legal attack or ninjutsu-style action. Prioritize this path in most openers because it turns low-resource creatures into card flow, damage, and tempo before the opponent can establish blockers. UseFatal Push,Snuff Out,Sink into Stupor, orForce of Negationto remove the blocker, answer the stabilizing spell, or protect the first payoff turn rather than saving interaction for abstract future value. -
Repeated
A-Moon-Circuit Hackerpressure: Treat the first successfulA-Moon-Circuit Hackerconnection as a core snowball line, especially when the hand needs more lands, disruption, or a second payoff. Set it up with the cheapest evasive attacker, execute by attacking while the opponent is light on reach or removal, and spend removal on creatures that can block or race the Hacker clock. Prioritize this line when the hand has one payoff and multiple interaction pieces, because drawing into more cheap threats often matters more than deploying every creature immediately. -
A-Silver-Fur Mastertempo clock: UseA-Silver-Fur Masterto increase the damage output of otherwise small evasive bodies and to make later Ninja deployments more mana-efficient when legal text confirms the available discount or combat effect. Set up by keeping at least one evasive creature available, execute by attacking across multiple bodies, and protect the board from sweepers or large blockers withForce of Negation,Sink into Stupor, or removal. Prioritize this line when the opponent is under pressure but not yet dead to single-card value, or when double-spelling with a discounted payoff lets the deck keep mana open. -
Yuriko, the Tiger's Shadowhigh-impact attacks: PrioritizeYuriko, the Tiger's Shadowwhen a legal attack can connect and the opponent is unlikely to immediately stabilize through visible blockers, life gain, or removal. Set up withOrnithopter,Changeling Outcast, or another evasive body; execute by converting the unblocked creature into Yuriko pressure; and useLórien Revealed,Sink into Stupor,Snuff Out,Force of Negation, and other higher-mana cards as real deck contents without assuming any top-card identity before it is revealed. Protect Yuriko attacks more aggressively when life totals make triggered damage plus combat damage a short clock. -
Kaito, Bane of Nightmaressustained advantage: UseKaito, Bane of Nightmaresas the main planeswalker-style finisher or stabilizing engine when the board already contains a creature that can pressure, defend, or enable future attacks. Card text check required for exact abilities, but tactically prioritize Kaito when the opponent has spent removal on early Ninjas, when the game is shifting from tempo to grind, or when a visible legal ability creates a body, cards, or pressure without exposing the whole hand to one answer.
Secondary Win Conditions
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Backup evasive combat: Win with repeated attacks from
Changeling Outcast,A-Thousand-Faced Shadow,Ornithopterenhanced byA-Silver-Fur Master, and any legal tokens or modified bodies shown by the engine when payoff cards are delayed. This line is slower, so spendFatal PushandSnuff Outon blockers that actually stop damage or create a faster counter-clock, and avoid trading evasive creatures for marginal damage if they are needed to turn on future payoff actions. -
Value-control pivot: Pivot into a light control role when early attacks are answered but the hand contains
Force of Negation,Sink into Stupor,Fatal Push,Snuff Out,Lórien Revealed, orKaito, Bane of Nightmares. The goal is not to answer everything; the goal is to trade cheaply, reload once, and re-establish one evasive threat paired with one payoff. Prioritize this line against visible high-impact noncreature plays, sweepers, or combo pieces where one protected threat is enough if the opponent's reset spell is denied. -
Tempo bounce or channel pressure: Use
Sink into StuporandOtawara, Soaring Cityas tempo tools when the visible board shows one blocker, one large threat, one lock piece, or one stack/permanent exchange that prevents attacks. Do not treat bounce as permanent removal; prioritize it when the returned card costs enough mana that replaying it opens a clear attack, planeswalker window, or double-spell turn. -
Hard-cast and free-interaction race: Use
Snuff OutandForce of Negationthrough whatever legal cost options the engine exposes to maintain pressure while tapped low. Pay life or exile cards only when the resulting attack, protected payoff, or prevented opponent spell is worth the resource loss. If life is already under heavy pressure, prefer mana-paid interaction or blocking lines when legal unless the free spell prevents immediate defeat or preserves lethal pressure.
Emergency Lines
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Behind on life: Stabilize the race by killing the fastest visible attacker with
Fatal Push,Snuff Out, orDismemberonly after sideboarding, then resume evasive pressure once attacks are no longer losing the race. Avoid life-payment lines fromSnuff Outor shock-land sequencing withWatery Graveunless the legal play prevents more damage than it costs or creates a near-term kill. -
Behind on board: Use cheap interaction to reopen one attack lane instead of trying to clear every creature. If the opponent controls multiple blockers or wide pressure, preserve
Kaito, Bane of Nightmaresonly when it can produce immediate material or survive; otherwise, prioritize removal, bounce, or post-sideboardToxic Delugelines before redeploying fragile payoffs. -
Behind on cards: Use
A-Moon-Circuit Hacker,Yuriko, the Tiger's Shadow,Lórien Revealed, andKaito, Bane of Nightmaresas the recovery tools, but choose the one that matches current legality and mana. Do not spend the last evasive creature as a blocker unless survival requires it, because the cleanest card-recovery line often starts with one unblocked attacker. -
Behind on mana: Favor one-spell turns that preserve future attacks, use
Prismatic Vistaand untapped Dimir lands to fix colors, and treatLórien Revealedland-search or spell modes according to visible legal action text. If only one color is available, choose lines that keepFatal Pushor a blue payoff online based on the immediate threat. -
Engines removed or payoff creatures answered: Rebuild with any remaining
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow,Hydroponics Architect,A-Silver-Fur Master, orKaito, Bane of Nightmaresrather than waiting for the exact first plan to return. The deck has no main-deck recursion lock, burn finish, or graveyard engine, so recovery depends on fresh threats, card draw, and tempo exchanges shown by legal actions. -
Facing combo or graveyard recursion: Shift from damage maximization to disruption timing when visible cards or public graveyards show an imminent engine. Use
Force of Negation,Sink into Stupor, and post-sideboardThoughtseize,Damping Sphere, orLeyline of the Voidaccording to legal availability; keep attacking, but do not tap out for a marginal extra threat if holding interaction is the only visible way to stop the next decisive turn.
Resource Model
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Life is a spendable tempo resource, not a buffer to waste. Pay life for
Watery Grave,Snuff Out, sideboardThoughtseize, sideboardDismember, or sideboardToxic Delugeonly when the legal line protects an evasive clock, prevents a larger damage swing, clears a blocker for a payoff attack, or stops a decisive opposing spell; avoid stacked life payments when visible attackers already put the deck on a short clock. -
Hand size converts into pressure through cheap bodies plus payoff density. Preserve at least one evasive creature or Ninja enabler when possible, because
A-Moon-Circuit Hacker,A-Silver-Fur Master,Yuriko, the Tiger's Shadow, andKaito, Bane of Nightmaresare stronger when the board already contains a body; pitch or spend extra cards forForce of Negationonly when the protected exchange is worth losing a future threat or reload piece. -
Mana converts into multiple small actions rather than one oversized turn. Prioritize turns that deploy
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow,Hydroponics Architect,A-Moon-Circuit Hacker, orA-Silver-Fur Masterwhile still representingFatal Push,Force of Negation,Sink into Stupor, orSnuff Outif legal; do not tap out for a marginal body when the visible opponent line demands stack or removal interaction. -
Board presence is the deck's main engine. One evasive attacker is often more important than one extra card in hand, so protect
Ornithopter,Changeling Outcast, and legal evasiveA-Thousand-Faced Shadowlines when they enable payoff attacks; trade creatures only when survival, a planeswalker defense, or preventing lethal pressure is more important than future Ninja triggers. -
Graveyard value is mostly public information and opposing-engine context. This deck has no main-deck graveyard recursion plan, so use public graveyards to size opposing threats, enable visible
Fatal Pushrevolt-like rules only if the engine presents that legality, and sideboardLeyline of the Voidwhen graveyard denial matters more than an extra tempo threat. -
Exile is a real cost because
Force of Negationcan consume blue cards and sideboardLeyline of the Voidchanges graveyard texture. Exile expendable duplicates only when the countered spell matters more than future pressure, and never assume exiled cards can be recovered unless the rules engine exposes a legal action. -
Lands are both color sources and spell-like resources.
Prismatic Vistafixes basics and may enable shuffle or landfall-adjacent public events only when legal output shows relevance;Otawara, Soaring CityandSink into Stuporcan function as interaction or mana depending on visible pressure, so avoid spending them as lands when the hand already has stable mana and the opponent presents a high-value permanent. -
Sacrifice fodder has no default deck role. Do not preserve
Ornithopteror smeach creature for sacrifice unless the current legal action explicitly asks for a sacrifice; their normal job is enabling attacks, payoffs, and combat pressure. -
Information converts into timing discipline. Use revealed hands from sideboard
Thoughtseize, public stack contents, graveyards, known removal, and visible mana to decide whether to commitYuriko, the Tiger's Shadow,Kaito, Bane of Nightmares, or a second payoff, and avoid assuming unknown cards beyond archetype guidance. -
Sideboard bullets convert narrow resources into matchup leverage.
Thoughtseizetrades life and a card for certainty,Damping Spheretrades speed for constraint,Barrowgoyfadds a sturdier threat,Dismemberexpands removal,Toxic Delugeresets wide boards at a life cost, andLeyline of the Voidattacks graveyard engines before tempo pressure begins.
Mana Guide
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Keep hands that produce early black or blue action with at least one enabler. A strong opener usually has one to three lands, an evasive creature such as
Ornithopter,Changeling Outcast, orA-Thousand-Faced Shadow, and access to blue or black for payoff or interaction; mulligan hands that cannot cast any meaningful first two turns unless the rules engine shows an exceptional free-spell line. -
Prioritize untapped Dimir mana early.
Watery Grave,Darkslick Shores,Gloomlake Verge,Island,Swamp, andPrismatic Vistashould be sequenced to cast the current hand, with black prioritized forFatal Push,Changeling Outcast,Snuff Outalternatives, and sideboard discard/removal, and blue prioritized forA-Moon-Circuit Hacker,A-Silver-Fur Master,Force of Negation,Sink into Stupor,Lórien Revealed, and many payoff turns. -
Use
Watery Gravelife payment only when the untapped mana changes the turn. Shock it in to cast an early threat, hold upFatal Push, enable a payoff, or protect a key window; let it enter tapped when the hand already has a legal untapped play and life total matters against visible pressure. -
Use
Prismatic Vistato fix the missing color before optimizing later turns. FetchIslandwhen blue payoff orForce of Negationtiming is the bottleneck, fetchSwampwhen black removal or discard is the bottleneck, and consider waiting only when the current turn has no color requirement and hidden information is not improved by acting now. -
Treat modal lands and spell-lands as decisions, not defaults. Play
Sink into Stuporas mana when missing land drops would strand multiple spells; preserve it as interaction when the board has one key blocker, threat, or permanent that tempo-bounce can punish. UseOtawara, Soaring Cityas a land when mana development is failing, but preserve it when the visible game suggests a high-impact channel or bounce window. -
Play lands before combat when mana affects legal attacks, ninjutsu-style actions, removal, or protection. Delay the land until after draw or selection only when a visible
A-Moon-Circuit Hacker,Lórien Revealed,Kaito, Bane of Nightmares, or other legal draw/selection action could change which land is correct and no precombat mana is needed. -
Sequence double-spell turns around colored bottlenecks. Cast zero- or one-mana enablers first when they do not reveal new choices, preserve blue for payoff or
Force of Negationif the opponent can act, and preserve black forFatal Push,Snuff Outalternatives, or sideboard removal when a blocker or lethal attacker must be answered.
Mulligan Guide
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Strong keep: keep one to three lands plus an immediate enabler and payoff, such as
Darkslick Shores,Watery Grave,Ornithopter,Changeling Outcast,A-Moon-Circuit Hacker, andFatal Push. This hand starts pressure, enables legal Ninja-style follow-up actions if the engine presents them, and still interacts with the first blocker or threat. -
Strong keep: keep
Prismatic Vista, a blue source plan,A-Thousand-Faced Shadow,A-Silver-Fur Master,Force of Negation, and any second early body when the hand can act by turn 1 or turn 2. The hand is strongest on the draw or against combo/control because it develops while preserving stack interaction. -
Medium keep: keep two lands,
Hydroponics Architect,A-Moon-Circuit Hacker,Fatal Push, andSnuff Outonly when the visible matchup rewards removal-heavy tempo and at least one early creature is already present or likely castable. Card text check required forHydroponics Architect; use it only according to legal actions exposed by the engine. -
Risky keep: keep one-land hands only with
Ornithopter,Changeling OutcastorA-Thousand-Faced Shadow, a castable payoff, and meaningful free or cheap interaction such asForce of NegationorSnuff Out. Ship one-land hands that need the second land immediately for multiple spells and do not have a legal turn-1 board. -
Automatic ship: mulligan hands with no land, five or more lands, no first-two-turn play, or only reactive cards such as
Fatal Push,Force of Negation,Sink into Stupor,Snuff Out, andLórien Revealed. This deck cannot win by answering forever without an evasive body or payoff. -
Matchup-dependent keep: keep
Force of Negationplus blue-card density more often against visible spell-combo, graveyard-combo, or control shells, but downgrade it against low-curve creature decks unless the hand also hasFatal Push,Snuff Out, or a fast clock. -
Play/draw adjustment: on the play, prefer
Ornithopter,Changeling Outcast, orA-Thousand-Faced ShadowintoA-Moon-Circuit HackerorA-Silver-Fur Master; on the draw, accept slightly slower hands withFatal Push,Snuff Out, orForce of Negationbecause the opponent may expose the first target or key spell first. -
Trap hand: ship hands that look powerful but start with
Yuriko, the Tiger's Shadow,Kaito, Bane of Nightmares,Lórien Revealed,Sink into Stupor, and lands but no early attacker. These cards become pressure only after the deck has a body or a stable board.
Turn Arc
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Turn 1 priority: deploy
Ornithopter,Changeling Outcast, or legalA-Thousand-Faced Shadowlines before holding up marginal interaction. UseWatery Grave,Darkslick Shores,Prismatic Vista,Island, orSwampto produce the color the hand actually needs; holdFatal Pushonly when the opponent's visible first threat would block, race, or enable a faster kill. -
Turn 1 deviation: hold
Force of Negationinstead of committing a second low-impact card when the opponent is representing a decisive noncreature spell and the hand already has an attacker. Do not exile a key payoff unless the spell on stack materially changes the game. -
Turn 2 priority: convert an unblocked or likely evasive body into pressure with
A-Moon-Circuit Hacker,A-Silver-Fur Master, or another legal payoff action shown by the engine. If a blocker prevents the attack or payoff, useFatal Push,Snuff Out,Sink into Stupor, orOtawara, Soaring Cityonly when the tempo gained is worth the card or life. -
Turn 2 deviation: play
Hydroponics Architectonly when the engine presents a useful legal role and the line does not strand a better attack or interaction window. Card text check required; do not assume it fixes, ramps, pumps, or enables Ninjas unless legal output shows that function. -
Turn 3 priority: widen pressure while preserving interaction, usually by pairing
A-Silver-Fur Master,A-Moon-Circuit Hacker,A-Thousand-Faced Shadow, orYuriko, the Tiger's Shadowwith one-mana removal or free protection. CommitYuriko, the Tiger's Shadowonly when an attacker connects or the legal action text confirms the relevant deployment mode. -
Turn 3 deviation: cast or hold
Kaito, Bane of Nightmaresbased on board safety. Deploy it when it will survive visible attacks or immediately generate value through legal actions; wait when the opponent can attack it down and a cheaper Ninja or removal line advances the tempo plan better. -
Turns 4-5 priority: press the opponent with stacked evasive damage, repeated
A-Moon-Circuit HackerorYuriko, the Tiger's Shadowvalue when legal, and selective interaction. UseSink into StupororOtawara, Soaring Cityto clear one high-impact permanent for a decisive attack, not as generic tempo when the opponent can simply replay a low-cost card. -
Turns 4-5 deviation: use
Lórien Revealedwhen the hand is running out of pressure or lands and the board is not demanding immediate removal. Avoid spending the turn on card flow if the opponent has lethal pressure, a must-answer permanent, or a stack window whereForce of Negationmatters. -
Late-game priority: preserve reach through evasive bodies,
Kaito, Bane of Nightmares,Lórien Revealed, modal interaction, and any legal high-impact Ninja triggers. Trade resources only to protect a winning board, stop lethal, or force through the next two attacks. -
Late-game deviation: stop adding fragile creatures into visible sweepers or public mass-removal pressure when one threat already wins quickly. Hold extra
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow, or payoff copies until the opponent spends removal or the engine presents a safer post-combat or post-sweeper window.
Card Roles
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Ornithopter: treatOrnithopteras the cleanest zero-mana evasive enabler, not as a meaningful attacker by itself. Deploy it early when it turns on a legal follow-up fromA-Moon-Circuit Hacker,A-Silver-Fur Master,A-Thousand-Faced Shadow, orYuriko, the Tiger's Shadow; hold extra copies when a single evasive body already enables pressure and the opponent is likely to punish overextension. Its best synergy is mana efficiency: it lets the deck commit a body while keepingFatal Push,Force of Negation,Snuff Out, or a tapped/shock land decision available. Do not chump block with it casually if it is the only body that can carry the next Ninja-style action. -
Changeling Outcast: useChangeling Outcastas the most reliable one-mana combat connector because it cannot be blocked. It is a premium opening play against creature decks, planeswalkers, and removal-light opponents because it keeps payoff actions live even through stalled boards. Its inability to block matters: do not keep hands that rely on it to stabilize, and do not race with it alone when visible opposing attackers are already faster. It pairs especially well withA-Moon-Circuit Hacker,A-Silver-Fur Master, andYuriko, the Tiger's Shadowbecause it pressures life totals while making combat math predictable. -
A-Thousand-Faced Shadow: useA-Thousand-Faced Shadowfirst as an evasive blue one-drop when the hand needs a connector, then as a higher-impact payoff only when the engine presents legal text that justifies waiting. Card text check required for the Alchemy version; do not assume exact original-card timing, copy behavior, or cost reduction unless the rules engine exposes it. Cast it early against combo or control when a fast clock plusForce of Negationmatters, but consider holding it against removal-heavy decks if another enabler is already present and the legal later action has higher ceiling. Its blue card type also matters forForce of Negationpitch decisions, so avoid spending the last blue card on a low-impact board when stack interaction is likely to decide the game. -
Hydroponics Architect: treatHydroponics Architectas a conditional role-player until card text is confirmed by legal engine output. Card text check required. If it appears as a low-cost creature or enabling permanent, cast it when it improves the next attack, protects a payoff turn, or produces a visible legal action that advances the tempo plan. Do not prioritize it above a guaranteed evasive enabler plus payoff sequence unless the visible action text shows immediate value. In sideboarded games, downgrade it when the opponent is racing with pressure and upgrade it only if its exposed abilities help produce mana, bodies, selection, or resilience in that exact board state. -
A-Moon-Circuit Hacker: makeA-Moon-Circuit Hackerthe default early payoff when an evasive creature can connect and the legal action text supports the card-flow line. Card text check required for the Alchemy version; use the engine’s legal action wording for whether it draws, loots, modifies, or otherwise generates value. Deploy it early against midrange and control to keep resources flowing, but do not walk it into a removal window if waiting one turn letsForce of Negation,Fatal Push, orSnuff Outprotect the connection. A common mistake is casting it as an ordinary body when a later Ninja-style action would convertOrnithopter,Changeling Outcast, orA-Thousand-Faced Shadowinto immediate pressure and value. -
A-Silver-Fur Master: useA-Silver-Fur Masteras both a pressure multiplier and a sequencing engine when legal actions show cost or stat benefits. Card text check required for the Alchemy version; do not assume exact buffs or discounts without engine confirmation. It is strongest when at least one evasive attacker is already on the battlefield and a second payoff can follow in the same turn or next turn. Against creature decks, prioritize it when the extra damage changes the race or lets small attackers trade up; against removal-heavy decks, avoid exposing it before combat if losing it would make the attack poor. It is often worse thanA-Moon-Circuit Hackerwhen the hand needs cards, and better when the board already has multiple evasive creatures. -
Yuriko, the Tiger's Shadow: reserveYuriko, the Tiger's Shadowfor high-impact connection turns rather than treating it as a routine creature. Card text check required for exact Historic legality and engine action wording; when the rules engine presents a legal deployment or trigger line, prefer it if an unblocked attacker is available and the opponent is not representing a visible answer that makes the exchange disastrous. Its synergy withOrnithopter,Changeling Outcast, andA-Thousand-Faced Shadowis central because those cards make the first hit plausible. Do not keep slow hands simply because they containYuriko, the Tiger's Shadow; it is a payoff, not the enabler. -
Fatal Push: useFatal Pushto remove blockers, fast attackers, and creatures that enable the opponent’s engine. Prioritize it before combat when killing a blocker unlocks a payoff connection, and after combat or on the opponent’s turn when the blocker is irrelevant and preserving information matters. Its synergy withPrismatic Vistaand ordinary combat deaths can matter if the engine exposes revolt-relevant legality, but do not assume a larger target is legal unless the action list confirms it. Against creature-light decks, holdFatal Pushfor the first creature that changes the clock or shields the opponent from attacks. -
Force of Negation: treatForce of Negationas protection for the tempo lead and as insurance against decisive noncreature spells, not as permission for every medium spell. Pitch decisions should protect the winning line: spare redundantA-Thousand-Faced Shadow, extraA-Moon-Circuit Hacker, or lateLórien Revealedbefore exiling the only enabler, only payoff, or critical blue card for a future turn. Tap out more freely whenForce of Negationcan still cover the opponent’s turn, but respect that it may not answer creature-based pressure. Against aggro, it is often a tempo liability unless it stops a sweeper, combo piece, or removal spell that would break the only winning board. -
Sink into Stupor: useSink into Stuporas flexible tempo interaction or mana smoothing according to the legal face/action the engine exposes. Card text check required for exact mode and land/spell behavior. Cast the interaction side when bouncing or disrupting a permanent clears a lethal race, removes a blocker for a payoff hit, saves a key threat, or delays a high-cost permanent the opponent cannot easily redeploy. Use it as mana only when the hand needs land development more than a future tempo answer. A common mistake is spending it on a low-cost permanent that the opponent can replay while the deck is short on cards. -
Snuff Out: useSnuff Outas a free tempo swing when life total permits and a black creature or target restriction is legally satisfied by the engine. Card text check required for exact Historic implementation and target legality. It is best when it clears a blocker while preserving mana for a payoff, or stops an attacker without delaying development. Count life carefully: paying life is acceptable to protect a winning tempo lead, but dangerous against red, go-wide, or evasive pressure. Do not hold it forever for a perfect target if removing the current creature enables multiple Ninja hits. -
Lórien Revealed: useLórien Revealedas late-game card flow or early mana fixing only when the legal action text supports that role. Card text check required for exact landcycling/search behavior in the runtime. In opening hands, it can make land-light blue hands more keepable if it reliably finds mana; in developed games, cast it when the board is stable and the deck needs more threats or interaction. Do not spend a critical tempo turn on it while behind to visible attackers or while a payoff attack can be enabled by removal instead. -
Kaito, Bane of Nightmares: treatKaito, Bane of Nightmaresas a grindy finisher and value engine, not as a substitute for early pressure. Card text check required for exact planeswalker/card behavior and legal activation modes. Deploy it when the board can defend it, when its immediate legal action changes the game, or when the opponent has exhausted clean attacks. Against control and midrange, it can punish removal-heavy games where creatures trade off; against fast creature decks, cast it only if it stabilizes immediately or follows removal that protects it. Do not tap out for it when the opponent can attack it down for free and the hand contains cheaper pressure plus interaction. -
Watery Grave,Darkslick Shores,Prismatic Vista,Island,Swamp,Otawara, Soaring City, andGloomlake Verge: use lands to preserve the deck’s first two turns before optimizing late utility. Prioritize untapped blue or black according to the hand’s immediate legal actions: blue forA-Thousand-Faced Shadow,A-Moon-Circuit Hacker,A-Silver-Fur Master,Force of Negation,Sink into Stupor, andLórien Revealed; black forChangeling Outcast,Fatal Push,Snuff Outalternatives,Yuriko, the Tiger's Shadow, andKaito, Bane of Nightmaresif applicable. UsePrismatic Vistato fix, enable shuffle/revolt-relevant lines only when legal, and protect life total when shocks are unnecessary. TreatOtawara, Soaring Cityas a land first in land-light hands and as a late tempo tool only when bouncing a specific visible permanent unlocks damage, protects a threat, or prevents defeat.
Card Hover Notes
Ornithopter
- Deck role: main deck, 4 copies, core zero-mana evasive ninjutsu enabler.
- Role type: mechanic enabler; engine fuel/material; threat/clock only with support.
- Deck-specific job: Put a flying attacker onto the battlefield without spending mana so
A-Moon-Circuit Hacker,A-Silver-Fur Master,A-Thousand-Faced Shadow,Yuriko, the Tiger's Shadow, orKaito, Bane of Nightmarescan enter through ninjutsu while mana stays open forFatal Push,Force of Negation, orSnuff Out. - Timing: Deploy early when it creates the first unblocked-attack window; hold extras when one attacker already enables payoffs and the opponent is representing sweeper or mass-damage pressure.
- Inputs / outputs: Consumes no mana; produces a 0/2 flying body, artifact count for any visible opposing effects, and a returnable attacker for ninjutsu.
- Partners / packages: Best with
A-Moon-Circuit Hackerfor turn-two card flow,A-Silver-Fur Masterfor damage and cheaper ninjutsu,Yuriko, the Tiger's Shadowfor a high-impact first hit, andA-Thousand-Faced Shadowwhen a copied attacking payoff matters. - Role peers: Closest role overlap is
Changeling Outcast,A-Thousand-Faced Shadow, andHydroponics Architect;Ornithopteris uniquely free but deals no damage alone. - Failure modes: Do not chump block casually if it is the only unblocked attacker for a payoff turn; do not count it as a clock without
A-Silver-Fur Master, Kaito emblems, or a copied/modified board. - Matchup / visibility hooks: Excellent against spell-combo and control when speed matters; weaker against decks with early flyers or ping effects that stop it connecting.
A-Thousand-Faced Shadow
- Deck role: main deck, 4 copies, core blue evasive enabler and ninjutsu payoff.
- Role type: mechanic enabler; mechanic payoff; threat/clock.
- Deck-specific job: Cast it as a one-mana flying attacker when the hand needs a connector, or use ninjutsu
{2}{U}after an unblocked attack to create a tapped-and-attacking token copy of another target attacking creature. - Timing: Cast early when no other attacker is available; save for ninjutsu when copying
A-Moon-Circuit Hacker,A-Silver-Fur Master,Yuriko, the Tiger's Shadow, or a Kaito creature attack produces immediate cards, damage, or loyalty pressure. - Inputs / outputs: Consumes
{U}as a creature or{2}{U}plus returning an unblocked attacker for ninjutsu; outputs a 1/1 flyer and, when it enters from hand attacking, one tapped-and-attacking token copy of another target attacking creature. - Mode map: Normal cast is a cheap blue flyer for future attacks; ninjutsu is a higher-cost combat conversion that returns an unblocked attacker and can copy another target attacking creature. Ninjutsu is a mistake when the returned attacker was needed for defense or the only good copy target would be removed before combat damage.
- Partners / packages: Copies
A-Moon-Circuit Hackerto multiply card flow,A-Silver-Fur Masterto increase Ninja damage,Yuriko, the Tiger's Shadowto add another Ninja trigger, orKaito, Bane of Nightmareswhile Kaito is an attacking Ninja creature. - Role peers: Closest role overlap is
Ornithopter,Changeling Outcast, andHydroponics Architectas attackers; no other card in this list creates an attacking copy token. - Failure modes: Do not target an attacker that is no longer attacking or a creature that will not materially improve combat; do not spend the last blue card if
Force of Negationis needed to stop a decisive noncreature spell. - Matchup / visibility hooks: Better against removal-light boards and stalled ground combat; worse when the opponent has flyers, instant-speed removal for the copied target, or a race where returning the original attacker costs lethal damage.
Changeling Outcast
- Deck role: main deck, 4 copies, core unblockable black ninjutsu enabler.
- Role type: mechanic enabler; threat/clock; role glue.
- Deck-specific job: Provide the most reliable one-mana attacker because it can't be blocked, while Changeling makes it every creature type and therefore benefits from
A-Silver-Fur Mastergiving other Ninja and Rogue creatures +1/+1. - Timing: Lead on it when the hand contains
A-Moon-Circuit Hacker,A-Silver-Fur Master,Yuriko, the Tiger's Shadow, orKaito, Bane of Nightmares; do not rely on it to stabilize because it can't block. - Inputs / outputs: Consumes
{B}; outputs an unblockable 1/1 that repeatedly enables ninjutsu and turns later lord/emblem effects into real damage. - Partners / packages: Enables
A-Moon-Circuit Hackercard-flow hits,A-Silver-Fur Masterdiscounted ninjutsu and +1/+1 buff,Yuriko, the Tiger's Shadowtrigger attacks, andKaito, Bane of Nightmaresninjutsu. - Role peers: Closest role overlap is
OrnithopterandA-Thousand-Faced Shadow;Changeling Outcastis the least blockable but cannot block at all. - Failure modes: Do not keep a hand that needs this card as a blocker; do not return it to ninjutsu if losing the only guaranteed future unblockable attacker makes the next turn worse.
- Matchup / visibility hooks: Premium against creature decks that clog combat and planeswalker decks where unblockable damage can pressure loyalty; fragile against sweepers and effects that punish one-toughness creatures.
Hydroponics Architect
- Deck role: main deck, 4 copies, role-player flying attacker and land-conversion engine.
- Role type: mechanic enabler; engine piece; card selection.
- Deck-specific job: Attack as a 1/2 flyer while its attack trigger makes a random land card in your library perpetually become a basic Island in addition to its other types and gain "When this land enters, draw a card."
- Timing: Cast when a two-toughness flyer helps set up future ninjutsu or repeated attacks; prioritize
A-Moon-Circuit HackerorA-Silver-Fur Masterfirst when the immediate turn needs card flow or damage instead of future land upgrades. - Inputs / outputs: Consumes
{U}; outputs a flying attacker and, on attacks, converts a random library land into future blue-type fixing plus an enters-draw trigger when that modified land enters. - Partners / packages: Improves future land draws among
Island,Swamp,Watery Grave,Darkslick Shores,Prismatic Vista,Otawara, Soaring City,Gloomlake Verge, and the land face ofSink into Stuporif that card is a library land card in the game engine. - Role peers: Closest role overlap is
A-Thousand-Faced Shadowas a blue one-mana flyer;Hydroponics Architecttrades Ninja typing and copy upside for two toughness and land-upgrade triggers. - Failure modes: Do not overvalue the random land modification when the current board needs removal, a Ninja payoff, or
Force of Negation; the trigger does not choose a specific land and does not immediately draw unless the modified land later enters. - Matchup / visibility hooks: Stronger in slower games where repeated attacks turn future land drops into cards; weaker against fast aggro where a 1/2 flyer does not stabilize enough.
A-Moon-Circuit Hacker
- Deck role: main deck, 4 copies, core ninjutsu card-flow payoff.
- Role type: mechanic payoff; engine piece; card selection.
- Deck-specific job: Convert
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow, orHydroponics Architectinto an attacking Ninja that scries 2, draws a card, and discards a card unless it entered this turn. - Timing: Use ninjutsu
{U}as the default early payoff when an attacker is unblocked; hard-cast for{1}{U}only when the body is needed and a ninjutsu window is not realistic. - Inputs / outputs: Consumes
{U}plus a returned unblocked attacker for ninjutsu, or{1}{U}to cast; outputs a 2/1 Ninja and combat-damage card flow that fixes draws while preserving pressure. - Mode map: Normal cast is a slower body that must survive to attack; ninjutsu is the tempo mode that attacks immediately. Its damage trigger scries 2 then draws; discard happens unless it entered this turn, so later connections are selection rather than pure card advantage.
- Partners / packages: Best enabled by
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow, andHydroponics Architect; improved byA-Silver-Fur Masterdiscounts/buff and copied profitably byA-Thousand-Faced Shadow. - Role peers: Closest role overlap is
Yuriko, the Tiger's Shadow,Lórien Revealed, andKaito, Bane of Nightmaresas card-flow sources; this is the cheapest repeatable one. - Failure modes: Do not cast it as a plain 2/1 into obvious removal if waiting one combat produces an immediate trigger; discard low-impact duplicates, not the only enabler, payoff, or needed land.
- Matchup / visibility hooks: Excellent against midrange/control removal trades; against aggro, connect only when the tempo gained is not outweighed by losing a blocker or paying too much life elsewhere.
A-Silver-Fur Master
- Deck role: main deck, 4 copies, core Ninja cost reducer and combat multiplier.
- Role type: mechanic payoff; mechanic enabler; threat/clock.
- Deck-specific job: Make ninjutsu abilities you activate cost
{1}less and pump other Ninja and Rogue creatures you control by +1/+1, turning small attackers and subsequent ninjutsu lines into a faster clock. - Timing: Deploy before combat when the +1/+1 changes attacks or the cost reduction enables
A-Moon-Circuit Hacker,A-Thousand-Faced Shadow,Yuriko, the Tiger's Shadow, orKaito, Bane of Nightmares; hold when open mana must representFatal Push,Force of Negation, orSink into Stupor. - Inputs / outputs: Consumes
{U}{B}to cast or{U/B}plus returning an unblocked attacker for ninjutsu; outputs a 2/2 Ninja, cheaper activated ninjutsu, and +1/+1 to other Ninja and Rogue creatures. - Mode map: Normal cast sets up future attacks and discounts; ninjutsu converts an unblocked attacker into an immediate attacking lord. The ninjutsu line is wrong if returning the attacker removes the only creature that benefits this combat or exposes the Master to known removal before damage.
- Partners / packages: Pumps
A-Moon-Circuit Hacker,A-Thousand-Faced Shadow,Yuriko, the Tiger's Shadow,Kaito, Bane of Nightmareswhile Kaito is a Ninja creature, andChangeling Outcastbecause Changeling makes it a Ninja and Rogue. - Role peers: Closest role overlap is Kaito's +1 emblem as a Ninja pump effect; no other current-list card reduces ninjutsu costs.
- Failure modes: Do not assume it pumps itself; the text says other Ninja and Rogue creatures. Do not tap out for it when a decisive noncreature spell must be covered by
Force of Negation. - Matchup / visibility hooks: Strong against fair boards where damage math matters; vulnerable against removal-heavy decks if it is deployed before it changes the turn.
Yuriko, the Tiger's Shadow
- Deck role: main deck, 2 copies, singleton-style legendary payoff and high-impact Ninja damage engine.
- Role type: mechanic payoff; engine piece; reach/finisher.
- Deck-specific job: Use commander ninjutsu
{U}{B}from hand to turn an unblocked attacker into a Ninja that draws the revealed top card and drains each opponent for that card's mana value whenever any Ninja you control deals combat damage to a player. - Timing: Commit when an unblocked
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow, orHydroponics Architectcan connect and the opponent is unlikely to remove Yuriko before value; avoid slow hard-cast lines unless no ninjutsu window is coming. - Inputs / outputs: Consumes
{U}{B}and a returned unblocked attacker for commander ninjutsu, or{1}{U}{B}to cast; outputs a 1/3 Ninja and top-card draw plus opponent life loss from each Ninja combat-damage trigger. - Mode map: Commander ninjutsu is the primary combat-entry mode from hand in this deck; hard-casting is the backup when a body is needed. Ninjutsu is wrong if returning the attacker removes lethal damage or the only future unblockable body without a protected follow-up.
- Partners / packages: Enabled by
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow, andHydroponics Architect; trigger count improves withA-Silver-Fur Master,A-Moon-Circuit Hacker,A-Thousand-Faced Shadowcopy tokens, and Kaito's Ninja board. - Role peers: Closest role overlap is
A-Moon-Circuit Hackerfor card flow andKaito, Bane of Nightmaresfor closing; Yuriko uniquely converts top-card mana value into life loss. - Failure modes: Do not assume a high-mana reveal; the top card is unknown until revealed. Do not keep hands with Yuriko but no early attacker.
- Matchup / visibility hooks: Best against control, combo, and midrange when one hit changes the resource race; harder against removal-heavy boards unless protected by discard, bounce, or stack interaction.
Fatal Push
- Deck role: main deck, 4 copies, core one-mana creature removal.
- Role type: interaction-removal.
- Deck-specific job: Destroy a target creature with mana value 2 or less, or mana value 4 or less if revolt is enabled because a permanent left the battlefield under your control this turn.
- Timing: Cast before combat when it clears a blocker for
A-Moon-Circuit Hacker,Yuriko, the Tiger's Shadow,A-Silver-Fur Master, orKaito, Bane of Nightmares; wait when the target does not block, race, or enable the opponent's engine. - Inputs / outputs: Consumes
{B}and one card; outputs a destroyed legal target creature.Prismatic Vistasacrificing itself and ninjutsu returning an attacker are relevant ways a permanent can leave your battlefield for revolt only when the engine shows the larger target is legal. - Partners / packages: Protects attacks from blockers that stop
Ornithopter,A-Thousand-Faced Shadow,Hydroponics Architect, or Ninja attackers; pairs withPrismatic Vistawhen revolt is needed for a mana value 3 or 4 creature. - Role peers: Closest role overlap is
Snuff Out,Dismember,Toxic Deluge,Sink into Stupor, andOtawara, Soaring City; Fatal Push is cheapest but has mana-value limits. - Failure modes: Do not aim it at an illegal high-mana-value creature without revolt; do not spend it on a creature that cannot block the relevant attacker and is not racing.
- Matchup / visibility hooks: High value against aggro, creature-combo, and midrange blockers; sideboard out more often against spell-combo or creature-light control.
Force of Negation
- Deck role: main deck, 4 copies, core stack interaction and tempo protection.
- Role type: interaction-stack; protection/evasion.
- Deck-specific job: Counter target noncreature spell on the stack, exiling it if countered this way, while allowing an alternate cost on opponents' turns by exiling a blue card from hand instead of paying
{1}{U}{U}. - Timing: Hold for sweepers, planeswalkers, combo engines, prison effects, graveyard enablers, or removal that breaks the only pressure line; pass on noncreature spells that the current attack clock can ignore.
- Inputs / outputs: Consumes
{1}{U}{U}or, if it is not your turn, one blue card from hand; outputs a countered and exiled noncreature spell on the stack. - Mode map: Hard-cast when mana is available and the hand cannot spare a blue card; alternate-cost pitch mode keeps mana free on the opponent's turn. Pitching is wrong when the exiled card is the only enabler, only payoff, or needed reload and the opposing spell is not decisive.
- Partners / packages: Blue pitch candidates include redundant
A-Thousand-Faced Shadow, extraA-Moon-Circuit Hacker, extraA-Silver-Fur Master, lateLórien Revealed, spareSink into Stupor, and sometimes extraKaito, Bane of Nightmares. - Role peers: Closest role overlap is
Thoughtseizeagainst noncreature plans;Force of Negationacts on the stack while Thoughtseize acts from hand at sorcery speed. - Failure modes: Cannot counter creature spells or resolved permanents. Do not write lines that hold it for a permanent already on the battlefield.
- Matchup / visibility hooks: Premium versus combo, control, sweepers, and big mana; often trimmed against creature decks where the key problems are creatures already on the battlefield.
Sink into Stupor
- Deck role: main deck, 2 copies, flex modal spell-land tempo slot.
- Role type: modal utility; interaction-removal; mana/fixing/ramp.
- Deck-specific job: Use the instant face to return target spell or nonland permanent an opponent controls to its owner's hand, or use
Soporific Springsas a blue land that may enter untapped by paying 3 life. - Timing: Play as
Soporific Springswhen missing land drops strandsA-Moon-Circuit Hacker,A-Silver-Fur Master,Force of Negation,Lórien Revealed, orKaito, Bane of Nightmares; preserve as Sink when bouncing one blocker, stack spell, or high-cost permanent opens a decisive attack. - Inputs / outputs: Spell face consumes
{1}{U}{U}and one card to create tempo, not permanent removal; land face produces{U}and may cost 3 life to enter untapped. - Mode map: Normal cast Sink face answers a target spell or nonland permanent an opponent controls by returning it to hand. Cast from hand as Soporific Springs face for mana development with an enter-tapped life-payment choice. Land mode is wrong when stable mana already exists and the opponent has a visible permanent this deck otherwise cannot answer.
- Partners / packages: Clears blockers for
A-Moon-Circuit Hacker,Yuriko, the Tiger's Shadow,A-Silver-Fur Master, orKaito, Bane of Nightmares; blue source helps castForce of Negation,A-Thousand-Faced Shadow, andHydroponics Architect. - Role peers: Closest role overlap is
Otawara, Soaring City; Sink can target a spell but costs more mana as interaction and costs life as untapped land. - Failure modes: Do not bounce low-cost permanents that the opponent can replay unless the bounce creates lethal, protects Kaito, or forces a key trigger this turn.
- Matchup / visibility hooks: Strong against single large blockers, planeswalkers, and expensive nonland permanents; weaker against low-curve go-wide boards where tempo bounce does not reduce enough damage.
Snuff Out
- Deck role: main deck, 2 copies, flex free creature-removal tempo slot.
- Role type: interaction-removal; protection/evasion.
- Deck-specific job: Destroy target nonblack creature and prevent regeneration, often for 4 life instead of
{3}{B}when you control a Swamp. - Timing: Use before combat to clear a blocker while keeping mana for a payoff, or during the opponent's combat to remove the attacker that changes the race; pay life only when the tempo swing is worth it.
- Inputs / outputs: Consumes
{3}{B}or, if you control a Swamp, 4 life; outputs destruction of a target nonblack creature that can't be regenerated. - Partners / packages:
SwampandWatery Graveas Land — Island Swamp enable the alternate payment condition; clearing creatures protects attacks fromOrnithopter,Changeling Outcast,A-Thousand-Faced Shadow,A-Moon-Circuit Hacker, andYuriko, the Tiger's Shadow. - Role peers: Closest role overlap is
Fatal Push,Dismember,Toxic Deluge, andSink into Stupor; Snuff Out is free on mana but restricted to nonblack creatures and costs life. - Failure modes: Cannot destroy black creatures. Do not pay 4 life against burn or visible lethal pressure unless it prevents more damage, opens lethal, or saves a game-winning payoff.
- Matchup / visibility hooks: Excellent against tempo and midrange when mana efficiency wins; sideboard down against black-creature-heavy decks, burn, and matchups where life payments stack with
Watery Grave,Thoughtseize,Dismember, orToxic Deluge.
Lórien Revealed
- Deck role: main deck, 2 copies, flex blue card-flow and Island-search slot.
- Role type: card selection; tutor/search; engine piece.
- Deck-specific job: Either draw three cards for
{3}{U}{U}in stable games or Islandcycle for{1}to find an Island card that fixes early mana. - Timing: Islandcycle before missing a land drop or blue/black source sequence; hard-cast only when the board is stable enough that spending five mana on draw three beats holding interaction or advancing attacks.
- Inputs / outputs: Hard-cast consumes
{3}{U}{U}and draws three cards; Islandcycling consumes{1}, discards Lórien Revealed, searches your library for an Island card, reveals it, puts it into your hand, then shuffles. - Mode map: Hard-cast draw-three sorcery is late card advantage and increases cards drawn this turn by three. Islandcycling costs {1}: discard Lórien Revealed, search for registered
IslandorWatery Grave, reveal that card, put it into hand, then shuffle; it is not drawing a card. - Partners / packages: Refills after trading
Fatal Push,Force of Negation,Snuff Out, andSink into Stupor; blue card forForce of Negationpitch when late draw is less important than stopping the spell on the stack. - Role peers: Closest role overlap is
A-Moon-Circuit Hacker,Yuriko, the Tiger's Shadow, andKaito, Bane of Nightmaresas card-flow sources; Lórien is the slowest but most direct refill. - Failure modes: Do not call Islandcycling a draw effect. Do not spend five mana while behind to lethal attackers or while an attack trigger can be protected instead.
- Matchup / visibility hooks: Better against control and midrange attrition; weaker against aggro, combo races, or hands already heavy on expensive cards.
Kaito, Bane of Nightmares
- Deck role: main deck, 2 copies, legendary top-end payoff and grind engine.
- Role type: mechanic payoff; engine piece; threat/clock; modal utility.
- Deck-specific job: Enter via ninjutsu
{1}{U}{B}or cast for{2}{U}{B}, then use Ninja combat and loyalty abilities to pump the team, surveil/draw after opponent life loss, or lock down a creature with stun counters. - Timing: Deploy when an unblocked attacker makes ninjutsu safe or when casting Kaito will survive the opponent's next attack; delay if tapping out loses a
Force of Negation,Fatal Push,Snuff Out, orSink into Stuporwindow. - Inputs / outputs: Consumes four mana to cast or
{1}{U}{B}plus a returned unblocked attacker for ninjutsu; outputs a legendary planeswalker with 4 loyalty, a turn-based 3/4 hexproof Ninja creature state during your turn while he has loyalty, and repeatable loyalty effects. - Mode map: Ninjutsu mode is the tempo entry from an unblocked attacker. +1 gives an emblem with "Ninjas you control get +1/+1." 0 surveils 2, then draws a card for each opponent who lost life this turn. -2 taps target creature and puts two stun counters on it.
- Partners / packages: Enabled by
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow, andHydroponics Architect; his Ninja body and emblems work withA-Silver-Fur Master,A-Moon-Circuit Hacker,Yuriko, the Tiger's Shadow, andA-Thousand-Faced Shadowcopying attacking creatures. - Role peers: Closest role overlap is
Yuriko, the Tiger's Shadowas a high-impact payoff andLórien Revealedas a grind refill; Kaito uniquely supplies loyalty-based pump, surveil/draw, and stun tempo. - Failure modes: The 0 ability draws only for each opponent who lost life this turn; use attacks or prior damage before activating when possible. Do not expose Kaito to a board that can immediately remove all loyalty.
- Matchup / visibility hooks: Strong versus midrange/control after removal trades; against aggro, prioritize -2 only when tapping one creature for two stun counters changes survival or opens a winning attack.
Island
- Deck role: main deck, 2 copies, basic blue mana resource and search target.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provide untapped
{U}forA-Thousand-Faced Shadow,Hydroponics Architect,A-Moon-Circuit Hacker,A-Silver-Fur Master,Force of Negation,Sink into Stupor,Lórien Revealed,Kaito, Bane of Nightmares, and ninjutsu costs. - Timing: Fetch or play Island when blue is the bottleneck for the next spell, especially with
A-Moon-Circuit Hackerninjutsu{U}orForce of Negationhard-cast lines. - Inputs / outputs: Consumes a land drop or a search from
Prismatic Vista/Lórien Revealed; outputs{U}without life payment. - Partners / packages: Found by
Prismatic Vistaas a basic land and byLórien Revealedbecause it is an Island card; supports blue-heavy cardsForce of Negation,Sink into Stupor, andLórien Revealed. - Role peers: Closest role overlap is
Watery Grave,Darkslick Shores,Otawara, Soaring City,Gloomlake Verge, andSoporific Springs; Island is painless but only blue. - Failure modes: Do not fetch Island when the hand's immediate need is
Changeling Outcast,Fatal Push,Thoughtseize, orToxic Delugeand no black source is present. - Matchup / visibility hooks: More valuable when preserving life matters against burn or aggro and when
Lórien Revealedneeds a safe Islandcycling target.
Swamp
- Deck role: main deck, 2 copies, basic black mana resource and search target.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provide untapped
{B}forChangeling Outcast,Fatal Push,Yuriko, the Tiger's Shadow,Kaito, Bane of Nightmares, and sideboardThoughtseize,Dismember,Toxic Deluge,Leyline of the Void, orBarrowgoyf. - Timing: Fetch or play Swamp when black interaction is needed immediately or when controlling a Swamp enables
Snuff Out's 4-life alternate cost. - Inputs / outputs: Consumes a land drop or
Prismatic Vistasearch; outputs{B}without life payment and satisfies "if you control a Swamp" forSnuff Out. - Partners / packages: Found by
Prismatic Vista; enables earlyFatal Push, earlyChangeling Outcast, and alternate-costSnuff Out. - Role peers: Closest role overlap is
Watery Grave,Darkslick Shores, and conditionalGloomlake Verge; Swamp is painless but cannot cast blue cards. - Failure modes: Do not fetch Swamp when the hand's next turn depends on
A-Moon-Circuit Hacker,Force of Negation,Sink into Stupor, orLórien Revealedand no blue source is available. - Matchup / visibility hooks: Important against aggro and creature-combo where
Fatal PushorSnuff Outmust be online; less urgent against control if blue pressure and counters are the bottleneck.
Watery Grave
- Deck role: main deck, 4 copies, core untapped Dimir dual land and Island/Swamp typed source.
- Role type: mana/fixing/ramp.
- Deck-specific job: Produce
{U}or{B}while counting as both Island and Swamp, supporting early one-drops, Ninja payoffs,Force of Negation,Fatal Push, andSnuff Out. - Timing: Pay 2 life to have it enter untapped only when the current or next turn uses that mana for pressure, removal, ninjutsu, or stack interaction; let it enter tapped when another play covers the turn and life is under pressure.
- Inputs / outputs: Consumes land drop and sometimes 2 life; outputs flexible blue/black mana, an Island card for
Lórien Revealed, and a Swamp permanent forSnuff Out. - Partners / packages: Casts
Changeling Outcast,A-Thousand-Faced Shadow,A-Moon-Circuit Hacker,A-Silver-Fur Master,Fatal Push,Force of Negation,Yuriko, the Tiger's Shadow, andKaito, Bane of Nightmares; found byLórien RevealedIslandcycling because it is an Island. - Role peers: Closest role overlap is
Darkslick ShoresandGloomlake Verge; Watery Grave has land types and late untapped control at a life cost. - Failure modes: Do not stack shock payments with
Snuff Out,Thoughtseize,Dismember, orToxic Delugeunless the tempo gain prevents more damage or creates a decisive attack. - Matchup / visibility hooks: Best in openers needing both colors; against burn or fast aggro, choose tapped mode more often unless untapped mana changes survival or pressure.
Darkslick Shores
- Deck role: main deck, 4 copies, core early Dimir fast land.
- Role type: mana/fixing/ramp.
- Deck-specific job: Provide painless
{U}or{B}early so the deck can deployChangeling Outcast,A-Thousand-Faced Shadow,Hydroponics Architect,Fatal Push,A-Moon-Circuit Hacker, orA-Silver-Fur Masterwithout paying life. - Timing: Prioritize as an early land when you control two or fewer other lands; expect it to enter tapped later and sequence other lands first only if they unlock immediate colored requirements better.
- Inputs / outputs: Consumes a land drop; outputs
{U}or{B}while untapped in the first three land drops, then becomes slower after that condition is missed. - Partners / packages: Enables turn-one
Changeling Outcast,A-Thousand-Faced Shadow,Hydroponics Architect, orFatal Push; supports turn-twoA-Moon-Circuit HackerandA-Silver-Fur Master. - Role peers: Closest role overlap is
Watery GraveandGloomlake Verge; Darkslick Shores is painless but has no Island/Swamp type and weaker late untapped access. - Failure modes: Do not hold it too long in hand if it is needed untapped now; once the deck controls three other lands, it enters tapped and may miss a critical interaction window.
- Matchup / visibility hooks: Premium against aggro and burn because it avoids life loss while enabling early interaction; still strong against combo when it supports fast pressure plus
Force of Negation.
Prismatic Vista
- Deck role: main deck, 4 copies, core basic-land fixer and revolt enabler.
- Role type: tutor/search; mana/fixing/ramp; role glue.
- Deck-specific job: Sacrifice to find
IslandorSwamp, fixing the missing color while also causing a permanent you control to leave the battlefield forFatal Pushrevolt. - Timing: Crack when the current turn needs a color or revolt; delay only when color is already covered and waiting improves information without risking a missed spell.
- Inputs / outputs: Consumes a land activation, 1 life, and sacrifices itself; outputs
IslandorSwamponto the battlefield and shuffles the library. - Mode map: Search target
Islandwhen blue is needed forA-Thousand-Faced Shadow,Hydroponics Architect,A-Moon-Circuit Hacker,A-Silver-Fur Master,Force of Negation,Sink into Stupor,Lórien Revealed, orKaito, Bane of Nightmares; search targetSwampwhen black is needed forChangeling Outcast,Fatal Push,Yuriko, the Tiger's Shadow,Snuff Outsetup, or sideboard black spells. - Partners / packages: Enables
Fatal Pushrevolt; fixes forA-Moon-Circuit HackerandFatal Pushdouble-spell turns. - Role peers: No direct peer; closest role overlap is
Lórien Revealedas an Island search andWatery Graveas flexible color access. - Failure modes: Do not call it a mana source after sacrificing; it searches only basic land cards in this registered deck,
IslandorSwamp. - Matchup / visibility hooks: Important in hands with one color missing; life payment matters against burn or when
Snuff Out,Thoughtseize,Dismember, orToxic Delugemay also cost life.
Otawara, Soaring City
- Deck role: main deck, 1 copy, singleton blue land and channel tempo utility.
- Role type: mana/fixing/ramp; modal utility; interaction-removal.
- Deck-specific job: Function as a blue land when mana is needed, or channel for
{3}{U}by discarding it to return target artifact, creature, enchantment, or planeswalker to its owner's hand, with the channel cost reduced by{1}for each legendary creature you control. - Timing: Play as a land in land-light hands; preserve channel when stable mana exists and a visible artifact, creature, enchantment, or planeswalker is blocking a key Ninja hit or threatening to win.
- Inputs / outputs: Land mode produces
{U}; channel consumes Otawara from hand plus mana and outputs a bounce effect that cannot be countered by ordinary spell counters that only target spells. - Mode map: Land mode is reliable blue mana. Channel mode is interaction from hand, not a spell cast, and targets artifact, creature, enchantment, or planeswalker. Channel is wrong when the target is cheap and the deck needs the land drop more than a one-turn delay.
- Partners / packages: Clears blockers for
A-Moon-Circuit Hacker,Yuriko, the Tiger's Shadow,A-Silver-Fur Master, orKaito, Bane of Nightmares; legendary creature cost reduction can apply withYuriko, the Tiger's Shadowif she is on the battlefield. - Role peers: Closest role overlap is
Sink into Stupor; Otawara is a land first and cannot target spells on the stack. - Failure modes: Do not spend the only blue source as channel unless the bounce prevents defeat or creates a decisive attack.
- Matchup / visibility hooks: Strong against single high-impact permanents, hate pieces, and planeswalkers; less effective against wide creature boards.
Gloomlake Verge
- Deck role: main deck, 1 copy, singleton conditional Dimir mana resource.
- Role type: mana/fixing/ramp.
- Deck-specific job: Add
{U}unconditionally and add{B}only if you control an Island or a Swamp, making it a sequencing-sensitive blue source that becomes Dimir withIsland,Swamp, orWatery Grave. - Timing: Play early when blue is enough or when another Island/Swamp source is already present; do not rely on it as first black source unless the condition is already satisfied.
- Inputs / outputs: Consumes a land drop; outputs
{U}, or{B}if you control an Island or Swamp. - Partners / packages: Works cleanly with
Island,Swamp, andWatery Grave; helps cast blue cardsA-Thousand-Faced Shadow,Hydroponics Architect,A-Moon-Circuit Hacker,Force of Negation, andSink into Stupor. - Role peers: Closest role overlap is
Darkslick ShoresandWatery Grave; Gloomlake Verge is painless but conditional for black. - Failure modes: Do not sequence it as the only black access for
Changeling Outcast,Fatal Push,Thoughtseize, orToxic Delugeif no Island or Swamp is controlled. - Matchup / visibility hooks: Fine in slower hands with other typed lands; risky in one-land hands where the first needed spell is black.
Thoughtseize
- Deck role: sideboard, 4 copies, proactive disruption bullet for combo, control, big mana, and removal-heavy matchups.
- Role type: interaction-discard; sideboard bullet; protection/evasion.
- Deck-specific job: Target player reveals their hand, you choose a nonland card from it, that player discards that card, and you lose 2 life, letting the deck clear sweepers, combo pieces, removal, or stabilizers before committing a payoff.
- Timing: Cast before exposing
A-Silver-Fur Master,Yuriko, the Tiger's Shadow,Kaito, Bane of Nightmares, or a singleA-Moon-Circuit Hackerline; delay only when mana must first deploy a clock and the opponent's next turn is not decisive. - Inputs / outputs: Consumes
{B}, one card, and 2 life; outputs revealed hand information and one chosen nonland discard. - Partners / packages: Protects
A-Moon-Circuit Hacker,A-Silver-Fur Master,Yuriko, the Tiger's Shadow, andKaito, Bane of Nightmares; pairs withForce of Negationby taking one high-impact card and saving the counter for the next noncreature spell on the stack. - Role peers: Closest role overlap is
Force of Negation; Thoughtseize can hit creature cards and resolved future plans from hand, but cannot answer topdecks or cards already on the battlefield. - Failure modes: Do not pay 2 life against burn or aggro unless the discarded card prevents more damage or protects a near-term kill.
- Matchup / visibility hooks: Bring in against combo, control, big mana, graveyard decks with anti-hate, and removal-heavy midrange; avoid overboarding it into low-curve creature decks where life total is the axis.
Damping Sphere
- Deck role: sideboard, 2 copies, artifact hate piece for big-mana and spell-chain decks.
- Role type: hate piece; sideboard bullet.
- Deck-specific job: Limit lands that tap for two or more mana to producing only
{C}and tax each spell a player casts by{1}for each other spell that player has cast this turn. - Timing: Deploy before the opponent's explosive mana or multi-spell turn when the Ninjas board already has pressure; avoid spending turn two on it if doing so leaves no clock against a deck that can answer it later.
- Inputs / outputs: Consumes
{2}and a card; outputs a symmetrical constraint that can also make your own double-spell turns withOrnithopter,Fatal Push,A-Moon-Circuit Hacker,A-Silver-Fur Master, orThoughtseizemore expensive after the first spell. - Partners / packages: Best alongside early
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow,A-Moon-Circuit Hacker, andForce of Negation, because the hate piece needs pressure and stack backup. - Role peers: No direct peer; closest role overlap is
ThoughtseizeandForce of Negationas anti-combo tools. - Failure modes: Do not board it in against ordinary creature decks or one-spell-per-turn midrange; it does not remove permanents or stop creatures already on the battlefield.
- Matchup / visibility hooks: High value against visible burst-mana lands and storm-like spell sequences; low value when the opponent wins through normal combat.
Barrowgoyf
- Deck role: sideboard, 2 copies, attrition threat and stabilizing creature.
- Role type: threat/clock; lifegain/stabilization; engine payoff; sideboard bullet.
- Deck-specific job: Provide a deathtouch lifelink body whose power equals the number of card types among cards in all graveyards and toughness equals that number plus 1, then can mill that many cards on combat damage and put a creature card from among them into your hand.
- Timing: Bring in when opponents trade one-for-one with small attackers and games slow down; cast when graveyards already contain enough card types to make it survive combat or race meaningfully.
- Inputs / outputs: Consumes
{2}{B}; outputs a scalable deathtouch/lifelink threat, life swings in combat, graveyard milling, and possible creature-card recovery from the milled cards. - Partners / packages: Recovers creatures milled by its trigger such as
Ornithopter,A-Thousand-Faced Shadow,Changeling Outcast,Hydroponics Architect,A-Moon-Circuit Hacker,A-Silver-Fur Master, orYuriko, the Tiger's Shadow; life gain offsetsWatery Grave,Snuff Out,Thoughtseize,Dismember, andToxic Delugecosts. - Role peers: Closest role overlap is
Kaito, Bane of Nightmaresas a grind card; Barrowgoyf is a creature that stabilizes combat instead of a planeswalker engine. - Failure modes: Do not bring it in when speed, flying/unblockable pressure, or holding up
Force of Negationmatters more than a three-mana ground threat. - Matchup / visibility hooks: Strong against removal-heavy midrange and tempo mirrors after graveyards fill; weaker against graveyard-hate mirrors if
Leyline of the Voidsuppresses opposing graveyards and shrinks card-type count.
Dismember
- Deck role: sideboard, 1 copy, flexible cheap removal bullet.
- Role type: interaction-removal; sideboard bullet.
- Deck-specific job: Give target creature -5/-5 until end of turn, answering creatures too large for unrevolted
Fatal Pushand targets thatSnuff Outcannot safely answer because of life, black color, or mana constraints. - Timing: Use when one creature decides combat, blocks Ninja attacks, threatens lethal, or enables a creature combo; preserve it if
Fatal PushorSnuff Outcan answer the current target more efficiently. - Inputs / outputs: Costs
{1}{B/P}{B/P}, where each{B/P}can be paid with either{B}or 2 life; outputs -5/-5 to a target creature until end of turn. - Partners / packages: Complements
Fatal Push,Snuff Out,Sink into Stupor, andToxic Deluge; protects attacks fromA-Moon-Circuit Hacker,Yuriko, the Tiger's Shadow,A-Silver-Fur Master, and Kaito. - Role peers: Closest role overlap is
Fatal Push,Snuff Out, andToxic Deluge; Dismember is single-target and not limited by nonblack or mana value, but life-intensive when black mana is unavailable. - Failure modes: Do not call Phyrexian payment a mode; it is a cost choice. Do not pay 4 life when the same removal can wait for black mana and the opponent's visible clock punishes life loss.
- Matchup / visibility hooks: Bring in against large blockers, creature-combo pieces, and tempo threats; be cautious against burn and go-wide boards where one target and life loss are both poor.
Toxic Deluge
- Deck role: sideboard, 2 copies, scalable sweeper bullet for wide creature boards.
- Role type: interaction-sweeper; sideboard bullet.
- Deck-specific job: As an additional cost, pay X life so each creature get -X/-X until end of turn, clearing boards that one-for-one removal cannot manage.
- Timing: Cast when the opponent's next attack or board size will beat spot removal; choose the smallest X that kills the necessary creatures while leaving your life total safe.
- Inputs / outputs: Consumes
{2}{B}, one card, and X life; outputs -X/-X to each creature until end of turn, including yourOrnithopter,Changeling Outcast,A-Thousand-Faced Shadow,Hydroponics Architect,A-Moon-Circuit Hacker,A-Silver-Fur Master,Yuriko, the Tiger's Shadow,Barrowgoyf, and Kaito while he is a creature during your turn. - Partners / packages: Rebuild after Deluge with cheap
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow, and card flow fromA-Moon-Circuit Hacker,Yuriko, the Tiger's Shadow,Lórien Revealed, orKaito, Bane of Nightmares. - Role peers: Closest role overlap is
Fatal Push,Snuff Out, andDismember; Toxic Deluge handles multiple creatures but costs life and hits your board. - Failure modes: Do not cast it while ahead with multiple Ninjas unless the opponent's board otherwise wins; do not choose X larger than needed.
- Matchup / visibility hooks: Bring in against go-wide aggro, token boards, and creature decks with multiple must-kill attackers; avoid against control, spell-combo, and single-threat boards unless -X/-X is the cleanest legal answer.
Leyline of the Void
- Deck role: sideboard, 4 copies, graveyard hate piece.
- Role type: hate piece; sideboard bullet.
- Deck-specific job: If in opening hand, begin the game with it on the battlefield; while it is on battlefield, cards that would be put into an opponent's graveyard from anywhere are exiled instead.
- Timing: Keep and deploy from opening hand against graveyard-centric opponents when the rest of the hand still has mana plus pressure or disruption; hard-cast for
{2}{B}{B}only when the graveyard axis matters more than adding a threat or holding interaction. - Inputs / outputs: Opening-hand deployment consumes no mana but uses a card; hard-cast consumes
{2}{B}{B}; output is a replacement effect that exiles opponent graveyard-bound cards from anywhere. - Mode map: Opening-hand Leyline starts on the battlefield before the game begins if you choose that option. Hard-cast Leyline is a four-mana enchantment. It is wrong to hard-cast late if the opponent's graveyard payoff has already resolved and the battlefield is now the problem.
- Partners / packages: Pair with
Thoughtseizeto take anti-hate or the non-graveyard payoff, and withForce of Negationto counter noncreature answers to Leyline. - Role peers: No direct peer; closest role overlap is
Thoughtseizeagainst graveyard combo because discard can take enablers or anti-hate but does not create a replacement effect. - Failure modes: Does not exile your own graveyard and does not remove cards already in an opponent's graveyard when it enters. Do not keep a no-pressure hand solely because it has Leyline unless the matchup is decisively graveyard-dependent.
- Matchup / visibility hooks: Bring in against graveyard combo, recursive creature plans, escape-like value, and decks using the graveyard as a core resource; leave out against fair decks where it does not affect the board or stack.
Interaction Priorities
-
Remove blockers before attackers when a cleared path produces a payoff hit with
A-Moon-Circuit Hacker,A-Silver-Fur Master,Yuriko, the Tiger's Shadow, orKaito, Bane of Nightmares. UseFatal Push,Snuff Out,Sink into Stupor, orOtawara, Soaring Cityon the creature that turns an evasive attack from medium damage into card advantage or lethal pressure. -
Remove attackers first when life total is the limiting resource. Against fast creature decks, spend
Fatal PushandSnuff Outon the largest immediate damage source, a haste/evasion threat, or a creature enabling multiple attackers; do not save removal for a theoretical blocker if the visible race is already losing. -
Counter decisive noncreature spells with
Force of Negation, not every playable spell. Prioritize sweepers, combo engines, planeswalkers, prison pieces, removal aimed at the only payoff creature, and spells that undo the tempo lead; ignore medium card draw or setup when the Ninjas board is already pressuring and the opponent is not about to stabilize. -
Pitch blue cards to
Force of Negationonly when the protected exchange is worth a real card. Prefer pitching redundantA-Thousand-Faced Shadow, extraA-Moon-Circuit Hacker, extraA-Silver-Fur Master, or lateLórien Revealed; avoid pitching the only enabler, only payoff, or only card that creates next-turn pressure unless the counter prevents immediate loss. -
Use
Sink into StuporandOtawara, Soaring Cityas tempo answers for permanents that are expensive, timing-sensitive, or blocking a crucial connection. Avoid bouncing low-cost creatures the opponent can replay profitably unless the bounce creates lethal damage, protectsKaito, Bane of Nightmares, or opens a payoff attack this turn. -
Treat
Snuff Outlife payment as a tempo investment, not free value. Pay life when the removed creature protects a Ninja hit, stops a large attack, or lets mana remain open for development; avoid life payment against burn-like pressure or wide combat boards unless the alternative line loses the race. -
Use post-board
Thoughtseizebefore committing fragile payoffs when interaction is likely. Discard the card that beats the current plan: sweeper against a wide evasive board, removal against a single payoff, combo payoff against noncombat decks, or graveyard/enabler piece only whenLeyline of the Voidis absent or insufficient. -
Use post-board exile pressure from
Leyline of the Voidonly against graveyard-dependent plans. Do not overvalue it against ordinary fair decks where drawing another attacker,Fatal Push,A-Moon-Circuit Hacker, orA-Silver-Fur Masteradvances the tempo plan more. -
Bait removal with redundant enablers before exposing unique payoff cards. Lead with extra
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow, orHydroponics Architectwhen the hand contains multiple bodies; protectYuriko, the Tiger's Shadow,A-Silver-Fur Master, andKaito, Bane of Nightmaresfor turns where they immediately generate value or are covered by interaction. -
Ignore creatures that neither race nor block the relevant attacker. A ground creature that cannot stop
Changeling Outcast, a small creature that cannot attack profitably, or a utility body with no visible activation can be bypassed while removal is saved for blockers, larger clocks, or engine pieces.
Combat And Trading Rules
-
Attack to connect before attacking to trade. The deck wins by turning evasive bodies into Ninja pressure, so prioritize attacks with
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow, and other hard-to-block creatures when they enableA-Moon-Circuit Hacker,A-Silver-Fur Master,Yuriko, the Tiger's Shadow, or planeswalker pressure fromKaito, Bane of Nightmares. -
Preserve at least one evasive enabler when the hand contains a payoff. Do not trade away the only
Ornithopter,Changeling Outcast, orA-Thousand-Faced Shadowfor small damage if next turn’s legal actions can convert that creature into a draw trigger, Ninja hit, or stronger board. -
Trade creatures when the opponent’s clock beats the payoff plan. Against aggro, blocking with a redundant enabler or nonessential body is correct when it saves enough life to keep
Snuff Outusable, protectsKaito, Bane of Nightmares, or buys the turn needed forFatal Pushplus a payoff attack. -
Avoid blocks that expose the engine for low impact. Do not block with
A-Silver-Fur Master,A-Moon-Circuit Hacker,Yuriko, the Tiger's Shadow, or a protected attacker unless the block prevents lethal, stops a decisive attack onKaito, Bane of Nightmares, or trades for a creature that would otherwise dominate combat. -
Use removal before blocks when it improves both combat and the next attack. Killing a blocker or attacker with
Fatal PushorSnuff Outis better than trading a creature if the surviving attacker will connect next turn. -
Race control and combo unless visible legal actions demand respect. Against low-creature decks, attack aggressively, commit enough threats to punish stumbles, and hold
Force of Negationfor stabilizing spells; do not leave damage back on defense without a visible opposing combat threat. -
Stabilize first against wide creature decks. Against board-heavy opponents, value
Fatal Push,Snuff Out,Dismember, andToxic Delugelines that reduce incoming damage, then rebuild with evasive one-drops and card-flow payoffs once life is no longer under immediate pressure. -
Protect life thresholds for paid interaction. Treat single-digit life as dangerous when
Snuff Out, shock-land choices fromWatery Grave, or post-boardToxic Delugemay require life; at low life, block more readily and stop paying life unless the action prevents a worse loss. -
Pressure planeswalkers only when the damage changes control of the game. Send evasive attackers at an opposing planeswalker if it will die or lose a decisive activation; otherwise keep attacking the opponent when the clock plus
Force of Negationis the clearer route. -
Reassess every ninjutsu-like or return-attacker prompt from legal text. Card text check required for exact
A-Thousand-Faced Shadow,A-Moon-Circuit Hacker, andYuriko, the Tiger's Shadowaction wording; choose the line only when returning the attacker does not waste the only blocker, only enabler, or only lethal damage source.
Selection And Tutor Rules
-
Treat this deck as pseudo-selection, not tutoring. There are no true card-search engines for creatures or interaction, so runtime choices should convert visible legal actions into mana stability, evasive pressure, and the highest-impact tempo exchange rather than waiting for a specific hidden card.
-
Use
Lórien Revealedas a land-finding spell when the opening hand is short on functional mana. Prefer cycling or otherwise converting it into anIslandsource before missing an early land drop; keep it as an expensive draw spell only when mana is already stable, the hand has early enabler plus payoff, and the game is likely to reach a slower exchange. -
Sequence
Prismatic Vistaaround color needs and landfall-like removal constraints. FetchIslandwhen the hand needs blue forA-Moon-Circuit Hacker,A-Silver-Fur Master,Force of Negation,Sink into Stupor, orLórien Revealed; fetchSwampwhen black removal or black payoffs are the bottleneck. Delay cracking only when visible legal actions show a reason to preserve an unspent fetch, such as improvingFatal Pushtiming or concealing exact colors for one more decision. -
Make the land drop before selection when the current turn needs mana certainty. Play
Watery Grave,Darkslick Shores,Gloomlake Verge,Island, orSwampbefore attacks if the post-combat line may requireFatal Push,A-Moon-Circuit Hacker,A-Silver-Fur Master,Force of Negation, orSink into Stupor; hold a land only when hand size, discard pressure, orA-Moon-Circuit Hackerfiltering makes the extra card tactically useful. -
Use
A-Moon-Circuit Hackercard flow to keep pressure plus interaction hands. Card text check required for exact Historic wording, but if the legal action produces a draw-and-discard style choice, keep cheap evasive attackers, active interaction, and the next land needed for double-spell turns; discard redundant lands after the third or fourth source, extra legendary or expensive cards, or interaction with no visible target class. -
Value
Kaito, Bane of Nightmaresselection by board protection first. Card text check required for exact abilities; choose card-advantage or filtering actions only when the visible board can defend Kaito or when immediate removal/disruption from another action is not needed to survive. -
Treat
Sink into StuporandOtawara, Soaring Cityas modal selection between land-equivalent development and tempo interaction. Use the land side or land-like mode when the hand otherwise misses an early spell curve; use the bounce mode when returning a blocker, engine permanent, or stack-adjacent threat creates a connection, protects a payoff, or prevents a decisive attack. -
Bottom or discard low-impact duplicates before unique engine pieces. When a scry, surveil, loot, or discard prompt appears, preserve one evasive enabler, one payoff path, enough lands to act, and the best visible interaction; reduce extra
Ornithopter, excess lands, redundantA-Thousand-Faced Shadow, or dead removal only after checking the current board and opponent archetype.
Priority And Stack Rules
-
Spend priority to protect connection windows. Before combat damage, use
Fatal Push,Snuff Out,Sink into Stupor, orOtawara, Soaring Citywhen a visible blocker or removal spell would stop a Ninja hit that draws a card, triggersYuriko, the Tiger's Shadow, grows pressure throughA-Silver-Fur Master, or keepsKaito, Bane of Nightmaresprotected. -
Hold priority resources when the opponent’s spell does not change the race. Let setup spells, medium card draw, or replaceable creatures resolve if the current board already presents evasive damage and the hand needs
Force of Negation,Fatal Push, orSnuff Outfor a sweeper, combo piece, large blocker, or lethal attack. -
Use
Force of Negationon the stack only for high-leverage noncreature exchanges. Counter sweepers, planeswalkers, combo engines, prison pieces, graveyard enablers whenLeyline of the Voidis absent, or removal aimed at the only payoff; avoid pitching a blue card for a spell that the board can ignore. -
Pass with mana open when interaction changes the opponent’s best line. Holding
Fatal Push,Sink into Stupor,Force of Negation, orOtawara, Soaring Cityis stronger than adding a small threat if the opponent can visibly stabilize, remove the only payoff, or attack for a dangerous amount. -
Use
Snuff Outduring the cheapest decisive window. Pay life to kill a creature before blocks, before combat damage, or in response to a pump/equipment-style commitment when that exchange saves more life or preserves a connection; avoid life payment when the same target can be answered with mana without losing the turn. -
Resolve ninjutsu-like and return-attacker prompts from visible legal text. Card text check required for exact
A-Thousand-Faced Shadow,A-Moon-Circuit Hacker, andYuriko, the Tiger's Shadowwording; choose the action only when the returned attacker is replaceable, the payoff connects or immediately improves the board, and the line does not remove a needed blocker against lethal pressure. -
Time
Fatal Pusharound revolt when visible actions allow it. UsePrismatic Vista, bounce/return sequences, or combat deaths to enable a larger target only when the legal engine output confirms the removal action is available; do not assume revolt or target legality without the rules engine. -
Use post-board stack interaction according to role. Cast
Thoughtseizebefore exposingA-Silver-Fur Master,Yuriko, the Tiger's Shadow, orKaito, Bane of Nightmares; deployDamping Spherebefore the opponent’s explosive mana turn when possible; castToxic Delugeonly after choosing a life total that clears the needed creatures while preserving survival; useDismemberwhen one creature matters more than life total. -
Respect graveyard timing with
Leyline of the Void. If it begins on the battlefield or is legally deployable before graveyard actions matter, prioritize it against graveyard decks; once an opposing graveyard spell or trigger is already on the stack, rely only on legal actions currently exposed by Veles rather than assuming late exile will undo it. -
Decline optional payments or triggers that consume the next interaction window. If a legal action asks for extra mana, life, or a discretionary trigger, take it only when it advances lethal, protects a payoff, or uses otherwise idle resources; preserve mana and life for
Force of Negation,Fatal Push,Snuff Out,Sink into Stupor,Dismember, orToxic Delugewhen those cards are the visible safety valve.
Sideboard Map
-
Add
Thoughtseizewhen the opponent’s most important cards are noncreature engines, sweepers, planeswalkers, combo pieces, or removal that can break the first Ninja connection. Use it before committingA-Silver-Fur Master,Yuriko, the Tiger's Shadow, orKaito, Bane of Nightmares, and prioritize the card that stops the next two-turn pressure plan rather than the card with the highest abstract power.Thoughtseizeis weaker against low-curve creature decks, burn-heavy starts, and boards where paying 2 life makesSnuff Out,Dismember, orToxic Delugeunsafe. -
Add
Damping Sphereagainst decks that rely on repeated spells in one turn or lands that generate unusual bursts of mana. Deploy it before the opponent’s key development turn if the Ninja board already has pressure, and accept that it may slow this deck’s own double-spell turns.Damping Sphereis bad when the opponent wins through ordinary creatures, one spell per turn, or permanent-based pressure that must be answered by removal instead. -
Add
Barrowgoyfwhen the matchup becomes attritional and the opponent is prepared for small evasive creatures. Use it as a sturdier threat that can pressure planeswalkers, hold the ground, and punish opponents who trade one-for-one withOrnithopter,Changeling Outcast,A-Moon-Circuit Hacker, orA-Silver-Fur Master. Card text check required for exact Historic wording; keep its use conditional on Veles showing a legal cast and visible graveyard context that makes it meaningful. It is bad when speed, evasion, or holding up stack interaction matters more than adding a ground creature. -
Add
Dismemberwhen a single creature is likely to decide combat or block all Ninja attacks. Use it for cheap tempo against large blockers, creature-combo pieces, or threats that must die while blue mana stays open forForce of Negation. Its life payment is dangerous against burn, wide attacks, and matchups whereSnuff Outplus shock lands already pressure the life total. -
Add
Toxic Delugeagainst wide creature boards, recursive creature pressure, or token-style starts that make one-for-one removal too slow. Choose the smallest life payment that clears the necessary creatures while leaving enough life to survive the next visible attack and any known reach.Toxic Delugeis bad when this deck is ahead with multiple Ninjas, when the opponent has only one must-kill creature, or when life total is already too low to pay safely. -
Add
Leyline of the Voidagainst graveyard-centric decks, recursive creature plans, graveyard combo, escape-like value, or strategies where the opponent’s graveyard is a visible resource. Prioritize opening-hand deployment when Veles exposes it; after the game has started, treat hard-casting it as a tempo decision that must beat adding pressure or holding interaction.Leyline of the Voidis bad when the opponent does not use the graveyard materially, when the hand needs every card to connect early, or when drawing it late does not answer the visible board.
Graveyard combo or recursive graveyard engine Side in: 4 Leyline of the Void; 4 Thoughtseize Cut: 2 Snuff Out; 2 Sink into Stupor; 2 Kaito, Bane of Nightmares; 2 Lórien Revealed
- Role plan: become a disruption-tempo deck that opens with graveyard denial, takes the card that answers
Leyline of the Voidor enables the combo, then wins with the fastest evasive clock. PreserveForce of Negationfor noncreature enablers, sweepers, or anti-hate spells; do not spend it on low-impact setup ifLeyline of the Voidalready covers the graveyard axis. Keep enough one-mana enablers soA-Moon-Circuit Hacker,A-Silver-Fur Master, andYuriko, the Tiger's Shadowcan still turn disruption into a clock.
Spell-combo or big-mana engine Side in: 4 Thoughtseize; 2 Damping Sphere Cut: 2 Fatal Push; 2 Snuff Out; 2 Kaito, Bane of Nightmares
- Role plan: become a fast clock with stack and hand disruption, not a midrange deck. Lead with
Thoughtseizewhen it protects the first payoff or takes the engine card, then placeDamping Spherebefore the opponent’s explosive turn if the tempo loss is acceptable. KeepForce of Negationfor the spell that actually wins, unlocks mana, or clears hate; do not overvalue creature removal unless the visible list of legal targets shows a creature engine.
Wide creature aggro Side in: 2 Toxic Deluge; 1 Dismember Cut: 2 Force of Negation; 1 Lórien Revealed
- Role plan: survive the first combat wave, then rebuild with cheap evasive pressure. Use
Fatal Push,Snuff Out, andDismemberto preserve life or force a connection, and keepToxic Delugefor boards where single-target removal cannot prevent the next attack. Reduce reliance on pitch counters and slow card selection because life total and board presence matter more than answering noncreature haymakers.
Removal-heavy midrange or control Side in: 4 Thoughtseize; 2 Barrowgoyf Cut: 4 Fatal Push; 2 Snuff Out
- Role plan: protect the first meaningful threat and diversify away from only small attackers.
Thoughtseizeshould take sweepers, planeswalkers, or the removal spell that cleanly answers the current payoff;Barrowgoyfgives a pressure source that does not require the same connection setup. KeepForce of Negationlive for sweepers and expensive noncreature stabilizers, and keepSink into Stuporwhen bouncing a blocker or permanent reopens attacks.
Creature-combo or single-large-threat decks Side in: 4 Thoughtseize; 1 Dismember; 2 Toxic Deluge Cut: 2 Lórien Revealed; 2 Kaito, Bane of Nightmares; 2 Sink into Stupor; 1 Force of Negation
-
Role plan: disrupt the first decisive creature sequence, then win before the opponent reloads.
Thoughtseizetakes the enabler when removal cannot answer it cleanly, whileDismember,Fatal Push, andSnuff Outanswer visible creatures. UseToxic Delugeonly when the opponent’s board has become too broad for one-for-one removal or when a small life payment clears multiple blockers and enables lethal pressure. -
Add role cards: against graveyard strategies, prioritize
Leyline of the Voidfirst, thenThoughtseizeif they have hate removal or combo redundancy. Reduce main-deck emphasis: slow card-flow pieces and life-cost removal become less important than opening with hate plus a clock. -
Add role cards: against spell engines and big mana, prioritize
Thoughtseize,Damping Sphere, andForce of Negationas a layered disruption package. Reduce main-deck emphasis: creature removal loses value unless the opponent’s engine creature is visible or known from public game actions. -
Add role cards: against creature swarms, prioritize
Toxic Deluge,Dismember,Fatal Push, andSnuff Outas board control that buys Ninja connection turns. Reduce main-deck emphasis: slow selection and expensive threat development should yield to survival and clean attacks. -
Add role cards: against attrition decks, prioritize
ThoughtseizeandBarrowgoyfto trade resources while maintaining pressure. Reduce main-deck emphasis: removal that has few visible targets should give way to threat density and proactive disruption. -
Keep sideboard discipline tied to the starting role. Do not add every powerful postboard card just because it is legal; preserve the core of
Ornithopter,Changeling Outcast,A-Thousand-Faced Shadow,A-Moon-Circuit Hacker,A-Silver-Fur Master, andYuriko, the Tiger's Shadowso the deck still converts disruption into damage. -
Reassess life-payment density after sideboarding. Combining
Thoughtseize,Dismember,Snuff Out,Watery Grave, andToxic Delugecan make technically strong hands lose races, so prefer configurations where life payments buy either a protected connection, a stopped combo, or a cleared lethal attack.
Matchup Guidance
-
Aggro: take the control-tempo role for the first two turns, then become the evasive clock once the board is contained. Keep hands with
Fatal Push,Snuff Out,Ornithopter,Changeling Outcast, orA-Thousand-Faced Shadowmore often than slow hands built aroundLórien RevealedorKaito, Bane of Nightmares. Use removal to stop the creature that changes the race fastest, not automatically the first creature shown. Add role cards:Toxic Deluge;Dismemberwhen a single creature must die. Reduce main-deck emphasis:Force of Negationwhen the opponent is mostly creatures and the counter cannot protect a crucial tempo lead. -
Go-wide: preserve life total until
Toxic Delugeor multiple spot-removal actions can reset the attack math. Do not overcommit small Ninjas into a board where the opponent’s next attack already threatens lethal; one evasive attacker plusA-Moon-Circuit HackerorYuriko, the Tiger's Shadowis enough if interaction keeps the race stable. UseSink into Stuporas a tempo reset when bouncing a large blocker or attack amplifier opens a safe connection. Add role cards:Toxic Deluge;Dismember. Reduce main-deck emphasis: slow card-flow actions and expensive planeswalker development. -
Burn: treat every life payment as a spell the opponent did not have to draw. Shock lands,
Thoughtseize,Snuff Out,Dismember, andToxic Delugemust each buy immediate survival, a protected Ninja hit, or the removal of a visible lethal clock. Prefer untapped black only when it enablesFatal Pushor a decisive pressure sequence.Force of Negationshould be held for noncreature damage, sweepers, or a card that invalidates the race; do not pitch a key blue card to counter a low-impact spell while behind on board. Add role cards:Thoughtseizeonly when knowing and taking the highest-impact card matters more than two life;Dismemberonly for must-kill creatures. Reduce main-deck emphasis: life-cost removal when cheaper answers are visible. -
Control: become a low-curve threat-plus-disruption deck and make the opponent answer one pressure source at a time. Lead with
Changeling Outcast,Ornithopter, orA-Thousand-Faced Shadowwhen they enable early ninjutsu; hold extra bodies if the opponent is representing a sweeper. UseThoughtseizeto clear the way forA-Moon-Circuit Hacker,A-Silver-Fur Master,Yuriko, the Tiger's Shadow, orKaito, Bane of Nightmares.Force of Negationshould protect against sweepers, planeswalkers, and expensive stabilizers, not routine card selection. Add role cards:Thoughtseize;Barrowgoyf. Reduce main-deck emphasis: creature removal with no visible targets. -
Removal-heavy decks: diversify threats and avoid making one removal spell undo the whole turn. Prefer sequencing where an evasive one-drop connects before committing
A-Silver-Fur Master, unless the cost reduction or pressure boost immediately changes the clock.A-Moon-Circuit Hackeris strongest when it replaces the resource spent to deploy it; avoid exposing it when the only payoff is a low-impact attack into open removal.Kaito, Bane of Nightmarescan matter as a resilient source if the board is not under immediate pressure. Add role cards:Thoughtseize;Barrowgoyf. Reduce main-deck emphasis:Snuff OutandFatal Pushwhen opposing creatures are sparse. -
Midrange: fight for tempo first, then for cards. Use
Fatal Push,Snuff Out, andSink into Stuporto keep blockers from stopping Ninja connections, because connecting withA-Moon-Circuit HackerorYuriko, the Tiger's Shadowis how the deck pulls ahead. Do not trade evasive enablers in combat unless the trade prevents a much faster clock.A-Silver-Fur Mastershould be protected when it makes multiple creatures lethal or enables cheaper follow-up Ninjas; otherwise deploy pressure in smaller waves. Add role cards:Thoughtseize;Barrowgoyf;Dismemberfor oversized threats. Reduce main-deck emphasis: counters that do not answer the visible battlefield. -
Tempo mirrors: respect mana efficiency and do not tap low without a reason. The best turns often combine a cheap enabler, one Ninja payoff, and protection from
Force of Negationor interaction.Sink into Stuporis valuable when it wins a race by bouncing a blocker, threat, or tempo-positive permanent; avoid spending it on a target that does not change the next combat. ProtectA-Silver-Fur Masteronly when its cost reduction or damage boost matters immediately. Add role cards:Thoughtseizewhen the opponent’s hand interaction determines the race;Dismemberfor a threat that spot removal otherwise misses. Reduce main-deck emphasis: slow setup. -
Combo: become the fastest disruptive clock available. Mulligan away hands that only attack slowly without
Thoughtseize,Force of Negation, or a quick Ninja engine unless the hand has a clear turn-one and turn-two pressure plan.Thoughtseizeshould take the enabler, payoff, or protection card identified by public information and visible hand reveal, whileForce of Negationshould be reserved for the spell that starts or completes the decisive sequence. Add role cards:Thoughtseize;Damping Sphereagainst spell-count or mana-engine combo;Leyline of the Voidagainst graveyard combo. Reduce main-deck emphasis: creature removal unless the combo uses a visible creature. -
Big mana: pressure must start before disruption loses value. Prioritize hands with one-mana evasive creatures, a Ninja payoff, and either
Thoughtseize,Force of Negation, orDamping Sphere. DeployDamping Spherebefore the opponent’s explosive turn when it does not forfeit the only pressure source; a lock piece without a clock may only delay the loss.Sink into Stuporis a tempo answer to a stabilizing permanent, but it should not replace early pressure unless the target immediately blocks a win. Add role cards:Thoughtseize;Damping Sphere. Reduce main-deck emphasis:Fatal PushandSnuff Outwithout visible targets. -
Graveyard decks: decide whether the matchup is graveyard-combo, graveyard-value, or graveyard-recursive aggro before spending resources. Opening
Leyline of the Voidis the cleanest high-impact plan when the graveyard is central; after the game starts, hard-casting it must beat adding pressure or holding interaction.Thoughtseizeshould take anti-hate, the enabler, or the payoff revealed by visible information. Keep the Ninja core intact so the opponent cannot simply wait through hate. Add role cards:Leyline of the Void;Thoughtseize. Reduce main-deck emphasis: slow top-end and life-cost removal when the graveyard axis matters more than combat. -
Artifact/enchantment decks: identify whether the artifact or enchantment is the engine, the payoff, or just a support piece before spending interaction. This registered deck has limited direct permanent removal, so plan to win through tempo, discard, counters, and bounce rather than expecting clean answers after resolution.
Force of Negationshould prioritize noncreature engines before they resolve;Thoughtseizeshould take the permanent that the deck cannot beat on board.Damping Spherematters only if the opponent’s artifact/enchantment shell also relies on burst mana or repeated spell chains. Add role cards:Thoughtseize;Damping Spherewhen the visible engine matches it. Reduce main-deck emphasis: creature removal when the battlefield is not the axis. -
Single-threat decks: answer the threat or make it irrelevant for exactly one decisive attack cycle.
Fatal Push,Snuff Out,Dismember, andSink into Stuporshould be saved for the creature or permanent that stops attacks or ends the race fastest. If the single threat is protected by spells, useThoughtseizefirst when possible and keepForce of Negationfor the protection or follow-up stabilizer.Toxic Delugeis acceptable only when the life payment clears the threat and leaves the race survivable. Add role cards:Thoughtseize;Dismember;Toxic Delugeonly when scalable removal is required. Reduce main-deck emphasis: slow card draw while behind.
Specific Matchup Notes
-
General/archetype-only: revealed cards, public zones, and current legal actions override every archetype assumption here. Use these notes to rank visible choices, not to infer hidden cards or force an illegal line.
-
Creature aggro: likely sideboarding is
Toxic Deluge,Dismember, and sometimesThoughtseizeif the opponent has high-impact noncreature payoffs. Priority targets are the creature that blocks Ninja connections, the creature that creates the shortest lethal clock, and any visible effect that makesOrnithopter,Changeling Outcast, orA-Thousand-Faced Shadowunable to connect. Preserve life carefully when choosingSnuff Out,Dismember, orToxic Deluge; this deck can win at low life, but only if the next attack step remains favorable. -
Removal-heavy midrange or control: likely sideboarding is
ThoughtseizeplusBarrowgoyf, withDismemberonly for creatures thatFatal PushandSnuff Outdo not answer cleanly. Priority targets are sweepers, planeswalkers, hard-to-race threats, and removal that breaks up the firstA-Moon-Circuit HackerorYuriko, the Tiger's Shadowconnection. Avoid overcommittingA-Silver-Fur Masterinto open removal unless its cost reduction or power boost changes the current turn. -
Combo: likely sideboarding is
Thoughtseize,Damping Spherewhen the opponent depends on spell chains or mana scaling, andLeyline of the Voidonly when the graveyard is a visible core resource. Priority targets are the revealed enabler, payoff, protection spell, or engine piece that makes the opponent’s next turn decisive. Keep the fastest evasive clock possible; disruption withoutA-Moon-Circuit Hacker,A-Silver-Fur Master,Yuriko, the Tiger's Shadow, or repeated evasive attacks may give the opponent too many draw steps. -
Big mana: likely sideboarding is
ThoughtseizeandDamping Sphere, while creature removal should stay only when visible blockers or creature payoffs matter. Priority targets are acceleration, stabilizing permanents, sweepers, and high-impact noncreature spells. DeployDamping Spherebefore the explosive turn when possible, but do not keep a hand that only delays the opponent and cannot pressure. -
Graveyard decks: likely sideboarding is
Leyline of the VoidandThoughtseize; addToxic DelugeorDismemberonly when the graveyard deck also presents a creature battlefield that must be answered. Priority targets are anti-hate, the graveyard enabler, and the payoff visible from reveal effects or public zones. Do not let graveyard hate replace the Ninja plan entirely; the deck still needs evasive pressure to convert hate into a win. -
Tempo mirrors: likely sideboarding is
ThoughtseizeandDismember, withBarrowgoyfwhen games slow down and removal trades are common. Priority targets are the opposing threat that races best, the interaction spell that stops your Ninja connection, and any card that wins a stack fight overForce of Negation. SpendSink into Stuporonly when the bounce effect changes the next combat, removes a key blocker, or protects a decisive threat.
Risk Summary
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Mana risk: the deck needs early blue and black while also using
Prismatic Vista,Watery Grave,Darkslick Shores,Gloomlake Verge,Island,Swamp, andOtawara, Soaring City. Do not keep a hand that cannot cast its first enabler or first interaction on time unless the legal mulligan choice is worse by visible card quality. -
Draw risk: hands with only evasive creatures and no payoff can flood the battlefield without generating cards. Prioritize keeping or finding
A-Moon-Circuit Hacker,A-Silver-Fur Master,Yuriko, the Tiger's Shadow, orKaito, Bane of Nightmareswhen the matchup is likely to trade resources. -
Matchup risk: creature-light combo and control can make
Fatal Push,Snuff Out, andDismemberpoor draws. Convert those matchups into discard, counter, clock, and resilient-threat games rather than spending removal on low-impact targets. -
Over-sideboarding risk: removing too many enablers or Ninja payoffs makes
A-Moon-Circuit Hacker,A-Silver-Fur Master, andYuriko, the Tiger's Shadowweaker. Sideboard role cards should supplement the tempo plan, not turn the deck into slow Dimir control. -
Graveyard risk:
Leyline of the Voidis powerful only when the opponent’s graveyard matters enough to justify the slot. Do not keep a weak seven-card hand solely because it containsLeyline of the Voidunless the matchup is known graveyard-centric and the rest of the hand has mana plus pressure or interaction. -
Sweeper/removal risk: committing every low-cost creature can lose to one sweeper or clustered removal turn. Sequence enough pressure to force action, then hold redundant
Ornithopter,Changeling Outcast, orA-Thousand-Faced Shadowwhen the opponent’s mana and revealed information suggest a reset. -
Closer risk:
Kaito, Bane of Nightmares,Yuriko, the Tiger's Shadow, and repeated Ninja combat are the main ways to end stalled games. Protect a closer when it is the only path through blockers or removal; otherwise preserve tempo and avoid spendingForce of Negationon low-impact exchanges. -
Interaction risk:
Force of Negationcan defend a lead or stop a decisive noncreature spell, but pitching the wrong blue card can strand the deck without pressure. Use it for cards that change the game immediately, not for spells that merely trade evenly. -
Sequencing risk: attacking before deciding ninjutsu, removal, bounce, or discard can lock the turn into a weaker line. Review legal actions around combat carefully, especially when
A-Silver-Fur Masterchanges costs,Sink into Stuporcan clear a blocker, orThoughtseizecan expose the safest path.
Test Feedback Checklist
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Deciding factor: Did the game turn on the first successful Ninja connection, a protected
A-Moon-Circuit Hacker, a high-impactYuriko, the Tiger's Shadowattack, aKaito, Bane of Nightmaresboard state, or a disruption exchange involvingForce of Negation,Fatal Push,Snuff Out, orSink into Stupor? -
Mulligans: Did the kept hand contain a castable enabler such as
Ornithopter,Changeling Outcast, orA-Thousand-Faced Shadow, plus either payoff, interaction, or a clear mana plan? Record any keep that lacked pressure, lacked black mana, lacked blue mana, or relied on a single fragile card. -
Mana: Did
Watery Grave,Darkslick Shores,Prismatic Vista,Island,Swamp,Gloomlake Verge, orOtawara, Soaring Cityproduce the colors needed on the critical turn? Flag any turn whereLórien Revealed,Sink into Stupor, orForce of Negationwas stranded by sequencing or color constraints. -
Velocity: Did
A-Moon-Circuit Hacker,Yuriko, the Tiger's Shadow,Lórien Revealed, orKaito, Bane of Nightmaresconvert early damage into enough cards to keep interaction flowing? Note whether the deck ran out of action after trading one-for-one. -
Engine pressure: Did
A-Silver-Fur Masterchange the turn by improving attack damage, enabling cheaper Ninja deployment, or making multiple plays possible? Card text check required forHydroponics Architect; log whether its visible role advanced the Ninja plan or felt disconnected. -
Removal quality: Did
Fatal Push,Snuff Out,Dismember, orToxic Delugeanswer the creature that mattered most, or were they spent on low-impact blockers? Record life paid toSnuff Out,Dismember, andToxic Delugewhen that life changed the race. -
Counter/discard quality: Did
Force of NegationorThoughtseizestop the opponent's decisive noncreature spell, protection, sweeper, combo piece, or stabilizer? Mark any use that traded for a spell the deck could have ignored while continuing pressure. -
Sideboard effect: Did
Thoughtseize,Damping Sphere,Barrowgoyf,Dismember,Toxic Deluge, orLeyline of the Voidmaterially change the matchup, or did sideboarding dilute evasive pressure? Track every postboard card drawn and whether it improved the actual board or stack. -
Closing: Did the deck finish quickly after establishing advantage, or did the opponent get extra draw steps because the pilot protected resources instead of attacking? Record stalled games where
Kaito, Bane of Nightmares,Yuriko, the Tiger's Shadow, or repeated Ninja attacks were unavailable or mis-sequenced. -
Role and mistakes: Did the pilot correctly identify when to be the aggressor, when to conserve interaction, and when to race? List concrete mistakes: missed attack, wrong ninjutsu timing, unnecessary shock, premature
Force of Negation, poorSink into Stuportarget, or overextension into a public sweeper window. -
Stranded and swing cards: Which cards were stranded, overperformed, or underperformed? Track
Hydroponics Architect,Lórien Revealed,Kaito, Bane of Nightmares,Snuff Out,Sink into Stupor,Barrowgoyf,Damping Sphere, andLeyline of the Voidseparately by matchup.
First Tuning Questions
-
Quantity question: Are 4
Hydroponics Architectjustified after card text verification and game logs, or does that slot need more interaction, more threat density, or a different pressure card that better supportsA-Moon-Circuit HackerandA-Silver-Fur Master? -
Payoff question: Are 2
Yuriko, the Tiger's Shadowand 2Kaito, Bane of Nightmaresenough closers, or do stalled games show that the deck needs more high-impact threats rather than more cheap enablers? -
Enabler question: Do 4
Ornithopter, 4Changeling Outcast, and 4A-Thousand-Faced Shadowcreate enough reliable first attacks, or are too many hands pressure-only without payoff? Compare games where enablers were removed before connecting against games where payoff was absent. -
Interaction mix question: Are 4
Fatal Push, 2Snuff Out, 2Sink into Stupor, and 4Force of Negationbalanced for the tested field, or is the deck losing because removal is dead against combo/control or because interaction is too painful against aggro? -
Mana question: Does the 18-land structure with 4
Prismatic Vista, 4Watery Grave, 4Darkslick Shores, 2Island, 2Swamp, 1Otawara, Soaring City, and 1Gloomlake Vergesupport early double-spell turns? Flag whetherLórien Revealedis smoothing mana often enough to justify its slots. -
Aggro plan question: Are
DismemberandToxic Delugeenough after sideboard, or does the deck need a cleaner plan that preserves life while clearing blockers and short clocks? Watch whetherSnuff Outremains playable when life totals are pressured. -
Control plan question: Are
Thoughtseize,Barrowgoyf,Force of Negation, andKaito, Bane of Nightmaresenough against removal-heavy decks, or does the deck need more resilient threats or card advantage? Check whetherA-Silver-Fur Masterdies before changing combat. -
Combo and graveyard plan question: Does
Damping SphereorLeyline of the Voidbuy enough time while the deck attacks, or are slow hands keeping hate without pressure? Do not increase hate unless logs show losses after fast pressure plus relevant hate. -
Role-conflict question: Does sideboarding turn the deck into underpowered Dimir control by reducing enablers or payoffs too heavily? Preserve the evasive-Ninja core unless logs show the opponent consistently invalidates combat.
-
Slot-pressure question: Which postboard card is least tied to actual losses:
Damping Sphere,Barrowgoyf,Dismember,Toxic Deluge,Leyline of the Void, orThoughtseize? Use matchup logs, not theoretical coverage, before reallocating sideboard slots.
Veles Tactical Policy
Policy: Opening Hand Pressure Gate
- Priority: High
- Decision families: mulligan
- Cards: Ornithopter; Changeling Outcast; A-Thousand-Faced Shadow; A-Moon-Circuit Hacker; A-Silver-Fur Master; Yuriko, the Tiger's Shadow; Fatal Push; Force of Negation
- Phase windows: pregame mulligan decisions.
- Runtime cues: prompt:mulligan; visible opening hand; legal keep or mulligan actions.
- Use when: deciding whether a seven-, six-, or five-card hand can create early evasive pressure plus a payoff or disruption.
- Avoid when: Forge exposes only forced keep or forced mulligan actions.
- Instructions: Keep hands with castable early enabler, functional blue or black mana, and either Ninja payoff, removal, or
Force of Negation; mulligan hands with no creature pressure, no colored mana path, or only reactive spells without a clock. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: First Enabler Deployment
- Priority: Medium
- Decision families: priority
- Cards: Ornithopter; Changeling Outcast; A-Thousand-Faced Shadow
- Phase windows: turn one main phases and early replayed post-ninjutsu turns.
- Runtime cues: action:cast Ornithopter; action:cast Changeling Outcast; action:cast A-Thousand-Faced Shadow.
- Use when: selecting the first creature that enables a Ninja attack on the next combat.
- Avoid when: opponent has visible battlefield punishment that makes attacking impossible or when mana must be held for a decisive interactive action.
- Instructions: Lead with the cheapest evasive or unblockable enabler that preserves next-turn blue/black sequencing; prefer
Ornithopterwhen mana must remain open, and preferChangeling Outcastwhen a reliable damage source is needed. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Land And Shock Discipline
- Priority: Medium
- Decision families: mana
- Cards: Watery Grave; Darkslick Shores; Prismatic Vista; Island; Swamp; Gloomlake Verge; Otawara, Soaring City
- Phase windows: land play choices and mana payment prompts.
- Runtime cues: action:play Watery Grave; action:play Darkslick Shores; action:play Prismatic Vista; action:play Island; action:play Swamp; action:play Gloomlake Verge; action:play Otawara, Soaring City.
- Use when: choosing lands for early pressure, ninjutsu, removal, or interaction.
- Avoid when: only one legal land play exists.
- Instructions: Preserve untapped blue for Ninja and
Force of Negationturns, preserve black forFatal Push, and pay life forWatery Graveonly when the current or next turn needs untapped colors. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Prismatic Vista Basic Choice
- Priority: Low
- Decision families: mana
- Cards: Prismatic Vista; Island; Swamp
- Phase windows: search resolution after
Prismatic Vistaactivation. - Runtime cues: action:choose Island; action:choose Swamp.
- Use when: resolving
Prismatic Vistaand the visible hand contains a same-turn blue spell with no other blue source or a same-turn black spell with no other black source. - Avoid when: both colors are already available or future sequencing depends on multiple possible lines.
- Instructions: Choose the missing basic color required by the visible same-turn legal spell; if both colors are available, route to light-model sequencing.
- Pilot skill floor: deterministic.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Ninjutsu Commitment Gate
- Priority: High
- Decision families: combat; priority
- Cards: A-Moon-Circuit Hacker; A-Silver-Fur Master; A-Thousand-Faced Shadow; Yuriko, the Tiger's Shadow; Ornithopter; Changeling Outcast
- Phase windows: declare blockers step and combat damage setup when unblocked attackers exist.
- Runtime cues: action:ninjutsu; action:activate ninjutsu; unblocked attacker visible.
- Use when: deciding whether to return an attacker and put a Ninja onto the battlefield attacking.
- Avoid when: the action is forced or the returned creature is needed as the only blocker against visible lethal damage.
- Instructions: Commit to ninjutsu when the connecting Ninja meaningfully improves cards, damage, or pressure and the returned enabler can be redeployed; hold when the exchange exposes the only threat to visible removal or loses essential defense.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Moon-Circuit Card Flow
- Priority: Medium
- Decision families: combat; selection
- Cards: A-Moon-Circuit Hacker
- Phase windows: combat damage triggers and post-combat selection prompts.
- Runtime cues: prompt contains A-Moon-Circuit Hacker; action:draw; action:discard.
- Use when:
A-Moon-Circuit Hackerconnects and Forge asks for its visible follow-up choices. - Avoid when: prompt text indicates a mandatory deterministic action with only one legal choice.
- Instructions: Use the trigger to keep pressure plus interaction flowing; discard redundant lands after colors are set, extra expensive cards under pressure, or dead removal in noncreature matchups.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Silver-Fur Master Timing
- Priority: Medium
- Decision families: priority; combat
- Cards: A-Silver-Fur Master
- Phase windows: precombat main, combat trick windows, and postcombat main.
- Runtime cues: action:cast A-Silver-Fur Master.
- Use when: deciding whether to deploy
A-Silver-Fur Masterbefore attacks or hold mana. - Avoid when: visible opponent mana and known interaction make tapping out likely to lose the only pressure line.
- Instructions: Cast before combat when the visible buff or cost reduction changes attacks or enables multiple Ninja actions; delay when protecting a live Ninja connection or holding removal/countermagic is more important.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Thousand-Faced Copy Target
- Priority: Medium
- Decision families: selection; combat
- Cards: A-Thousand-Faced Shadow; A-Moon-Circuit Hacker; A-Silver-Fur Master; Yuriko, the Tiger's Shadow
- Phase windows:
A-Thousand-Faced Shadowenter-the-battlefield or attack-related target prompts. - Runtime cues: action:target A-Thousand-Faced Shadow; prompt contains target attacking creature.
- Use when: Forge exposes a target choice created by
A-Thousand-Faced Shadow. - Avoid when: only one legal target exists and action text exactly names that target.
- Instructions: Card text check required; prefer targets that preserve the deck's current combat plan, such as card-flow Ninjas, damage-amplifying Ninjas, or high-impact attackers, using only visible legal targets.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Yuriko Damage Reveal Handling
- Priority: Medium
- Decision families: combat; selection
- Cards: Yuriko, the Tiger's Shadow; Force of Negation; Sink into Stupor; Lórien Revealed; Kaito, Bane of Nightmares
- Phase windows: combat damage triggers from
Yuriko, the Tiger's Shadow. - Runtime cues: prompt contains Yuriko, the Tiger's Shadow; revealed card visible.
- Use when: Forge asks for ordering or reveal-related choices after a Ninja combat damage trigger.
- Avoid when: Forge has already resolved the trigger with no legal choice.
- Instructions: Follow legal engine output; do not assume hidden top cards, and preserve future pressure after the reveal rather than taking speculative lines.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Removal Commitment Gate
- Priority: High
- Decision families: interaction
- Cards: Fatal Push; Snuff Out; Sink into Stupor; Dismember; Toxic Deluge
- Phase windows: opponent combat, end step, stack response, and precombat blocker clearing.
- Runtime cues: action:cast Fatal Push; action:cast Snuff Out; action:cast Sink into Stupor; action:cast Dismember; action:cast Toxic Deluge.
- Use when: deciding whether to spend removal on a visible creature or permanent.
- Avoid when: target text is absent, costs are unclear, or life payment risks visible lethal damage.
- Instructions: Spend removal on blockers that stop a key Ninja hit, threats that race faster than the deck can connect, or engines that will snowball before counterplay; conserve it against low-impact creatures that can be ignored.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Fatal Push Exact Target After Choice
- Priority: Low
- Decision families: interaction
- Cards: Fatal Push
- Phase windows: target selection for
Fatal Push. - Runtime cues: action:target Fatal Push
- Use when: exactly one legal target action for
Fatal Pushis present in the legal action list. - Avoid when: two or more legal target actions for
Fatal Pushare present. - Instructions: Submit the sole visible
Fatal Pushtarget action. - Pilot skill floor: deterministic.
- No-API allowed: yes
- Light-model allowed: yes
Policy: Force Of Negation Commitment Gate
- Priority: High
- Decision families: interaction; priority
- Cards: Force of Negation
- Phase windows: stack response windows, especially opponent noncreature spells.
- Runtime cues: action:cast Force of Negation; stack contains opponent spell.
- Use when: deciding whether to counter a visible stack spell.
- Avoid when: legal action text does not identify the spell being countered or alternate-cost payment is ambiguous.
- Instructions: Use
Force of Negationfor sweepers, combo pieces, prison effects, card-advantage engines, or removal that breaks the only pressure line; pass on spells the board can race or answer with cheaper interaction. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Blue Pitch Selection
- Priority: Medium
- Decision families: selection; interaction
- Cards: Force of Negation; A-Thousand-Faced Shadow; A-Moon-Circuit Hacker; A-Silver-Fur Master; Sink into Stupor; Lórien Revealed; Kaito, Bane of Nightmares; Yuriko, the Tiger's Shadow
- Phase windows: alternate-cost and exile-card prompts for
Force of Negation. - Runtime cues: prompt contains Force of Negation; action:exile.
- Use when: paying a visible alternate cost for
Force of Negation. - Avoid when: hard-casting is legal and better sequencing requires mana reasoning.
- Instructions: Exile the least essential blue card for the current visible plan; protect active payoff creatures and avoid pitching the only card-advantage source unless the counter target is decisive.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Kaito Tap-Out Gate
- Priority: High
- Decision families: priority
- Cards: Kaito, Bane of Nightmares
- Phase windows: main phases with enough mana to cast
Kaito, Bane of Nightmares. - Runtime cues: action:cast Kaito, Bane of Nightmares.
- Use when: deciding whether to commit
Kaito, Bane of Nightmaresinstead of holding interaction or adding Ninja pressure. - Avoid when: the opponent has visible lethal next turn and Kaito does not change that board state.
- Instructions: Cast Kaito when the board can protect it or when a durable card-advantage threat is needed after removal trades; delay when tapping out loses a live counter/removal window against a decisive stack or combat threat.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Combat Race And Blocks
- Priority: Medium
- Decision families: combat
- Cards: Ornithopter; Changeling Outcast; A-Thousand-Faced Shadow; A-Moon-Circuit Hacker; A-Silver-Fur Master; Yuriko, the Tiger's Shadow; Hydroponics Architect; Barrowgoyf
- Phase windows: attack declaration, block declaration, and combat trick windows.
- Runtime cues: action:attack; action:block; visible attackers; visible blockers.
- Use when: choosing attacks or blocks with multiple legal combat configurations.
- Avoid when: exactly one forced combat action exists.
- Instructions: Attack to enable Ninja triggers and maintain tempo unless visible crack-back damage or losing a critical creature changes the race; block only when preventing lethal, preserving Kaito, or trading a low-value body for a higher-impact attacker.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Hydroponics Architect Verification
- Priority: Low
- Decision families: priority; combat; selection
- Cards: Hydroponics Architect
- Phase windows: any visible legal action involving
Hydroponics Architect. - Runtime cues: action contains Hydroponics Architect; prompt contains Hydroponics Architect.
- Use when: Forge exposes a cast, attack, block, trigger, or selection action for
Hydroponics Architect. - Avoid when: another high-priority policy covers lethal, survival, or permission.
- Instructions: Card text check required; treat decisions as board-state dependent, preserve Ninja pressure, and do not assume synergy beyond legal action text and visible effects.
- Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes
Policy: Sideboard Plan Selection
- Priority: High
- Decision families: sideboard
- Cards: Thoughtseize; Damping Sphere; Barrowgoyf; Dismember; Toxic Deluge; Leyline of the Void; Fatal Push; Snuff Out; Force of Negation; Hydroponics Architect; Lórien Revealed
- Phase windows: between games sideboarding.
- Runtime cues: prompt:sideboard; matchup label; game number; previous game public result.
- Use when: choosing a legal sideboard plan or validating generated swaps.
- Avoid when: sideboarding is locked or no legal sideboard action exists.
- Instructions: Add
Thoughtseizefor combo/control,Damping Spherefor spell-chain or big-mana engines,Leyline of the Voidfor graveyard reliance,Toxic DelugeandDismemberfor creature boards, andBarrowgoyffor attrition; preserve enough enablers and Ninjas to remain a tempo deck. - Pilot skill floor: light model.
- No-API allowed: no
- Light-model allowed: yes