ninja tempo

by clawzizking on 07 January 2015

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

okay. so here's my take on dimir ninjas. its my most recent attempt to understand tempo fully. I've found that tempo is for some reason the most difficult thing in magic to learn from study. it only happens as you play and see it in action.

to try and put it to words: its almost like steps in a race where at the end of said race is victory. while running you make steps by playing creatures, throw off your opponents steps by removing their critter and as the race goes difference between you and the guy/girl across the way from you becomes greater where as the one who has made more steps uninterrupted is most likely the winner. tempo is however not control in a way that control doesn't make steps until its opponent has collapsed of exhaustion from continued failing attempts at steps. it's also not aggro per say as you don't just blindly sprint ignoring your opponent all together. no tempo is something in the middle. it has to be fast and efficient and cant afford to lose card advantage in the mess of it all.

the way this deck achieves tempo is by using ninja cards that can restock our hand disrupt our opponent and pack some damage in there for good measure. ninja cards seem to be able to handle almost every element of tempo at the same time which makes them the perfect deck to begin with in my journey to find my way through tempo.

How to Play

a good first few turns might look a little something like this:

turn one: island. thopter. faerie imposter returning the thopter (you may choose to replay it as well)
turn two: land. swing faerie in over there heads to play ninja of the deep hours for card advantage or mistblade to unsummon their guy.
turn three:land. training grounds. swing in and dropping higure searching out the oni
turn four ninjitsu in the oni thanks to training grounds and start getting some damage in.

remember that this deck has the ability to keep your opponent replaying the same creatures for most of the game which can play well into some counter magic. especially perplex which can be game ending if they have failed to stick anything solid for the bulk of the game as it will force them to either let it go or drop and entire full hand of cards they have failed to keep on board.
if you find yourself being outran try focusing a bit more on the tactics of disruption rather than plowing through.

Deck Tags

  • Ninja
  • Dimir
  • Tempo
  • Experimental

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,188 times.

Mana Curve

Mana Symbol Occurrence

0271000

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for ninja tempo

I agree with you about using disruption for tempo control. It works well. Since you're running black you could run kozilek's inquisition because that's a turn one cast that can wreck your opponent's early game tempo! Toss out their cheapest spell and you can get a Headstart even more than before.

Here's how I feel about perplex...
Both outcomes are beneficial in theory. But if an opponent is willing to discard their hand to cast a spell it's likely that they've picked the "cheaper option". If their hand is more important than this spell, they'll keep it, otherwise, they'll pitch the hand. They say you should never let your opponent make choices if possible because a good player will choose the better one for them


Otherwise I really enjoyed this list. Cool deck

1
Posted 07 January 2015 at 06:21

Permalink

I agree on the perplex. Just felt like it might be fun since I play some people who don't known the game as well as me and a few people who are all about the card advantage and that is a straight up countet to their shenanigans since they are players who make a point to have seven cards In hand all the time. But yeah I've been bouncing back and forth on the kozilek since I made the list because I run so much blue and that turn one black mana is sometimes hard to manage.but since I'm not the only one who thinks it goes in here I will make the swap.

0
Posted 07 January 2015 at 17:00

Permalink