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4 Ninja of the Deep Hours
4 Mistblade Shinobi
4 Spire Owl
4 Thalakos Seer
3 Walker of Secret Ways
3 Man-o'-war
3 Stern Proctor
2 Higure, The Still Wind
4 Echoing Truth
4 Ronin Warclub
3 Kraken's Eye

22 Island
Hidden Village of Pwnership.

Description of deck by it's author (quoted):
So, the idea is interesting. It's a beatdown/card advantage, creature based Ninja deck...for multiplayer FFA and the unusual considerations therein (article forthcoming). The idea is to accelerate into fast threats, get mad card advantage and a little life with recurring guys, and enjoy the comfort of owning Ninjas. It's my gift to Todd, and with the exception of Higure, is amazingly cheap.

Explanations:
Kraken's Eye, the only thing I could find for life gain that would be useful in long game and that really built off the bounce theme.

Ronin Warclub, which makes little threats into major problems...all the time.

Echoing Truth, aka "Make Saprolings Get The Heck Off My Board". And anything else you don't like.

Higure, Mistblade, and Deep Hours plus Walker, basically Team Ninja for mono blue.

Stern Proctor, was my interesting control choice, basically owning what artifacts and such come on the board, and even works on indestructible stuff.

Man-o'-war, basically one of the sweetest bounce creatures around.

Thalakos Seer, since it helps me no matter what (unblockable hitter to enable ninjitsu, card draw if they manage to kill it, card draw on ninjitsu, etc).

Spire Owl, due to setting up my next draws and being a cheap evader. Sage Owl sucks.

That's pretty much it, rather fun to play, and very cheap to assemble (casting cost and money-wise).

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by PerfectCell, submission in the www.magicdeckvortex.com forum

TRIBAL: Ninjas - Thalakos Seer / Ronin Warclub [LITE] [GROUP]

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