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Argothian Treehouse
with Andy Van Zandt
A Boy
Ninjutsu
January 11, 2005
Here comes Betrayers, a scant couple of weeks away, and
I feel hardly prepared. With some new
alternative-casting-cost cards (both the "Shoal" cycle
of spells and the "Offering" creatures, as per
MTGnews.com's partial spoiler), an apparent reprinting
of the "Lobotomy" cycle of cards, including Scour and
Eradicate (and note the new enchant lands that turn them
into creatures... everyone ready to have your mountains
eradicated out of your deck?), the big name mechanic
thusfar is Ninjutsu. Astonishingly enough, this ability
is to be tacked onto all the Ninja's (excluding Mistform
Ultimus, and let me tell you, he feels left out), and
while it's a trick you play in combat, it's not quite a
"combat trick", in the commonly-used sense. Nonetheless,
it often generates card advantage or something
resembling it.
Let's look at bit further at the mechanic itself:
Ninjutsu X ( X, Return an unblocked attacker you control
to hand: Put this card into play from your hand tapped
and attacking.)
A very good explanation sentence, it manages to say so
much with so little.
Let's work backwards here; you're jumping a creature
from your hand into play and attacking... but to do so,
you need to return an unblocked attacker to your hand...
which means you have passed the stage where blockers can
be assigned. Your ninja is attacking, and can't be
blocked, thus taking the place of his fled comrade. I
know it sounds like I'm explaining something obvious,
but really, it's good to be clear on these things.
With all these unblocked Ninja's popping up
unexpected-like, you're liable to wish you could do it
when they're actually interacting with other creatures.
But that would probably make the neat little explaining
sentence quite a bit longer. So we seem to have been
tossed a bone in consolation- the ninja's have a
tendency towards a thrull-like "saboteur" ability,
though thankfully lacking in the sacrificial bit, and in
the damage-prevention bit. This means your ninja will
generate an effect when he deals his damage, and often
one that will be of value, such as turning around and
using his garotte on one of your opponent's dudes. That
seems pretty good, but keep in mind that you are still
giving something up for this in most cases- a touch of
tempo. While the Ninjutsu costs seem priced-to-go at
slightly less than the Ninja's normal casting cost, keep
in mind you are getting back something you've already
paid for, and will probably want to cast it again.
Aha, but can that tempo loss be offset, or be gotten
around? Going by what seems to be the norm of the
Ninjutsu being 1 or 2 less than the Ninja's cost, if you
return a creature that only costs 1 or 2 mana
respectively, you've effectively spent his normal
casting cost over the course of a couple turns (or
perhaps even gotten it oen cheaper- which is often
better in many cases... a sideways kind of Echo. To me,
this means cards such as, in particular, Wandering Ones
become much more valuable. It's a 1 drop in blue that
generally only saw play in limited decks that valued
spirits extremely highly. Blue being one of the major
ninja colors, this guy seems quite fit to mask a ninja
assault. Plus, as a turn one play, he's attacking on
turn 2, which is even more potent if you went first and
are jumping your (let's say) Ninja of the Deep Hours
into play, who will do more damage than your Wandering
Ones and net you a card lickety-split.
Taken to a greater extreme, the tempo and card advantage
you'd actually GAIN by having your ninja fly in on an
Ornithopter adds credit to my theory that Wizards of the
Coast just wants to see old trash-bin lining (Orny and
Atog being my primary examples) in constructed play. Not
only did you get your normal turn 1 drop in addition to
the ornithopter, but since the ornithopter is attacking
turn 2 in the air, he stands that much greater of a
chance of meeting the "unblocked" condition... and he'll
come back out again uscathed after your ninja drops from
the sky.
This also makes cards like Battle-Mad Ronin more
valuable in my eyes.
Previously, I didn't care for him at all unless you had
something mood-altering for him, like Uncontrollable
Anger or Indomitable Will. Without those, he was
just 2-4 points of unblocked damage to your opponent's
head until they dropped something bigger. Note the key
word there, unblocked. Odds are that your opponent will
be less enthusiastic about letting that guy through on
turn 3 when you've got swamps or islands open.
Moving further backwards along the reminder text, I note
the "return to hand bit". Instant speed. It's part of
the cost, not the effect, so the bounce part can't even
be responded to. Sounds like another opportunity for
advantage to me, especially against opponents that get
into bad habits along the lines of casting Reciprocate
inside combat (and really, any removal spell they
erroneously choose to use -after- they've declared
blockers). Your creature is counted as unblocked until
the end of combat, and saving your fatty from certain
doom seems a good choice, when presented with the
opportunity. Dropping pesky enchantments off of a guy is
also an optimal use of the bounce, since often your
opponent won't try and kill an already tainted dude.
Additionally, need I mention perhaps the most glaring
potentially abusive bounce? Yummy comes-into-play
abilities ripe for re-use. Eternal Witness starts
looking pretty shifty there, eh? eh? and -other- ninja's
seem to be an optimal use, re-using your potential
trickiness. Though I wouldn't expect a lot of ninja's to
be allowed through after they're already in play.
So yeah, I'm looking forward to some ninja action... and
to seeing someone attack with a Birds of Paradise and
have the opponent actually consider the ramifications of
letting it through.
Questions? Comments? Suggestions? Shoot me an email.
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