Satoru Umezawa

Satoru Umezawa as a commander: a ninjutsu guide for Commander

Satoru Umezawa is a three-mana Dimir Ninja that gives ninjutsu to every creature in your hand and lets you look at three cards each time you activate it. It is a card-advantage commander: you attack with cheap creatures and swap them for better threats.

Colours
Blue, Black
Mana value
3
Bracket
Bracket 2 or 3
Play style
Ninjutsu and card advantage
Difficulty
High

How it plays

Satoru costs {1}{U}{B}. Each creature card in your hand has ninjutsu {2}{U}{B}, and whenever you activate a ninjutsu ability you look at the top three cards of your library, put one into your hand and the rest on the bottom in any order. It only triggers once each turn.

Ninjutsu lets you return an unblocked attacker to your hand and put a creature from your hand onto the battlefield attacking in its place. With Satoru, that creature can be any creature: the deck fills up with creatures with enter-the-battlefield effects and small, evasive attackers that open the way.

Mana curve: A low curve: cheap evasive attackers, mid-cost ninjas and creatures with enter effects. Satoru, at three mana, arrives early and leaves mana for the rest of the turn to activate ninjutsu.

Game plan by phase

  1. Early game

    Play cheap, evasive attackers and, once they connect, use ninjutsu to swap them for a more valuable creature.

  2. Mid game

    With Satoru on the board each activation looks at three cards: turn the attack into card draw and into enter-effect creatures you repeat every turn.

  3. Late game

    Keep an evasive creature and mana to activate ninjutsu and reuse enter effects to win the game through card advantage.

Key cards

RoleCards
Cheap, evasive attackersLooter il-Kor, Spectral Sailor
NinjasNinja of the Deep Hours, Ingenious Infiltrator, Mistblade Shinobi, Thousand-Faced Shadow, Sakashima’s Student
Enter effectsMulldrifter, Ravenous Chupacabra, Gravedigger
RampSol Ring, Arcane Signet, Dimir Signet
InteractionCounterspell, Doom Blade, Go for the Throat
EvasionWhispersilk Cloak, Rogue’s Passage

Bracket and budget

It is a two-colour deck with small creatures and many enter effects that can be built with inexpensive cards. The difficulty is not the price but the sequencing: deciding which creature to play and when to attack. If you would rather we design it with you, we will build it to order.

Weaknesses

The deck depends on an attacker connecting: without evasive attackers, ninjutsu cannot be activated. A table with many blockers or fast removal slows the plan. Also, each activation costs four mana, so it is best not to spend all your mana before combat.

How to upgrade the deck

  • More evasive attackers and evasion tools to connect consistently.
  • A set of enter-effect creatures that draw, remove or recover cards.
  • A solid Dimir mana base with lands that enter untapped.
  • Cheap counterspells to protect the turn you activate ninjutsu.

Frequently asked questions

What is ninjutsu in Magic?

It is an ability that lets you pay a cost and return an unblocked attacker to your hand to put the creature with ninjutsu from your hand onto the battlefield attacking in its place.

How does Satoru Umezawa work?

It gives ninjutsu {2}{U}{B} to every creature in your hand and, when you activate a ninjutsu ability, lets you look at three cards from your library and keep one. That ability triggers once each turn.

Is Satoru a difficult commander to play?

It is high difficulty: it demands deciding which attackers to keep, when to activate ninjutsu and how to split the turn’s mana. In return, it offers a lot of card advantage.