Tuesday Night Takeover

Higure, the Still Wind Ninjas Brewed EDH

“You’re scared, good to know.”

Art:Higure, the Still Wind by Christopher Moeller

While many people look to the top of sites like EDHREC for commander ideas, I decided to take it in a different direction and look toward the bottom, and I decided on Higure! Higure only has sixty-five decks on EDHREC, which is pretty crazy. While this deck is certainly not as strong as the Dimir Ninjutsu strategies, it has been a fun experimental deck that I finally got where I wanted. While this deck has some high-powered cards like Cyclonic Rift, it certainly is not mid-high power overall, and I found the most success with some lower-level decks at my LGS. This deck for more represents the beauty of commander. Whether the top or the bottom, every deck has a place at the table. Without further adieu, let’s get it!

The Deck:

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Higure, the Still Wind Ninjas!

Commander (1)
Higure, the Still Wind

Creatures (26)
Gudul Lurker
Mist-Cloaked Herald
Slither Blade
Thousand-Faced Shadow
Triton Shorestalker
Invisible Stalker
Looter il-Kor
Moon-Circuit Hacker
Saiba Cryptomancer
Tetsuko Umezawa, Fugitive
Thalakos Seer
Brazen Borrower
Grazilaxx, Illithid Scholar
Mist-Syndicate Naga
Mistblade Shinobi
Phantom Ninja
Prosperous Thief
Thassa, God of the Sea
Walker of Secret Ways
Moonsnare Specialist
Ninja of the Deep Hours
Roaming Throne
Sakashima the Impostor
Sakashima’s Student
Solemn Simulacrum

Planeswalkers (2)
Tezzeret the Seeker
Mu Yanling

Instants (8)
Arcane Denial
Cryptic Command
Cyclonic Rift
Rapid Hybridization
Whir of Invention

Sorceries (4)
Artful Dodge
Lórien Revealed

Artifacts (13)
Commander’s Plate
Sol Ring
Arcane Signet
Konda’s Banner
Sapphire Medallion
Sword of the Animist
Umezawa’s Jitte
Extraplanar Lens
Quietus Spike
Ronin Warclub
Whispersilk Cloak
Maskwood Nexus
Deluxe Dragster

Enchantments (11)
Training Grounds
Witness Protection
Cunning Evasion
Smoke Shroud
Arcane Adaptation
Imprisoned in the Moon
Bident of Thassa
Coastal Piracy
Reconnaissance Mission
Lands (35)
Academy Ruins
Cavern of Souls
Command Tower
Evolving Wilds
Halimar Depths
Inventors’ Fair
20 Island
Minamo, School at Water’s Edge
Nykthos, Shrine to Nyx
Otawara, Soaring City
Prismatic Vista
Reliquary Tower
Remote Isle
Seat of the Synod
Terramorphic Expanse
The Surgical Bay

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Why Higure, The Still Wind?

Higure is a very cool card that can be a strong damage dealer with cards like Commander's Plate and is also an awesome tutor for the deck, allowing us to grab strong ninjas from our library. Being able to make Ninja’s unblockable is very strong as well. While there is the downside of we can rarely get Higure in hand when they first come out is usually ok since we can swap them with another ninjutsu creature and get the damage trigger that way.

Deck Overview:

This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck!


To start off we have some cheap unblockable creatures like Triton Shorestalker, Gudul Lurker, and Invisible Stalker, which are great damage dealers and with some of our cards that switch creature types we can even get some buffs on them. Roaming Throne is an awesome card that is an absolute bomb in commander and very strong within this deck. Sakashima's Will is one of my favorite ninjutsu cards since it can copy the best creature on the board which also helps us deal a ton of damage. Walker of Secret Ways is an awesome card that can let us get a look into our opponent’s hands, and we can bounce a ninja back to our hand, which is an awesome way to get a creature back or protect them from removal. Prosperous Thief is a cool and cheap creature that can be a big mana producer for the deck.


Mu Yanling is a very cool planeswalker who is a little expensive but has some strong abilities, like making one of our creatures unblockable. We also can draw cards off of Mu Yanling, and we rarely get there, but Mu Yanling has a very strong ult as well. Tezzeret the Seeker is the planeswalker for our artifact subtheme, and we can untap and make our artifacts into creatures. Still, the most important ability is the tutor effect which is almost always what I do when casting Tezzeret.


We have some staple counterspells like Counterspell, Arcane Denial. We also have Cryptic Command, which can be a great way to counter a spell, and I mostly chose to tap down the opponent’s creatures and clear the way for our creatures. We also have some creature removal like Pongify and Rapid Hybridization, which is very cheap and effective. We have a lot of creatures, so Whir of Invention allows us to convoke out a key artifact like Maskwood Nexus.


Ravenform is a strong and cheap removal piece that can take out key creatures/commanders. Artful Dodge is a strong cheap card that makes our creature fully evasive and can be a great way to guarantee a ninjutsu trigger or get a big hit with a creature in. Since we have an artifact/equipment subtheme Fabricate is an awesome tutor for the deck that is not that expensive.


To start we have some mana ramp like Sol Ring, Arcane Signet, and Extraplanar Lens which are all great ways to boost our mana production. We also have some strong equipment to help increase our damage, like Commander's Plate and Konda's Banner, which help our damage greatly and help us end games much quicker. Maskwood Nexus is a strong artifact since we can make all of our creatures able to do ninjutsu and get some of the buffs in addition to that.


We have some enchantment-based removal like Imprisoned in the Moon, Witness Protection, and Frogify, which are all cheap and can be great ways to slow down / stop our opponents. Coastal Piracy and Reconnaissance Mission are both great payoffs for all of our unblockable creatures. Training Grounds is one of my favorite cards since we can discount all of our ninjutsu abilities and many other creatures within the deck. Arcane Adaptation is an awesome way to make all of our creatures ninja which interacts very well with Hijure.

Land Base:

We do have an artifact subtheme within the deck so cards like Inventors' Fair is a strong tutor from our landbase. Academy Ruins is also an awesome land that is very strong for recurring key artifacts/equipment back. Since it was recently reprinted and much less expensive, I have been including Cavern of Souls in more and more of our decks, and it has been very successful. We are a mono-colored deck, so Nykthos, Shrine to Nyx is pretty much an auto-include. Beyond that, we have some cycling lands, draw lands, some basic fetches like Prismatic Vista, and some islands to round it out. I have found no issues with this land base since we have a ton of card draw within the deck.

Strengths of the Deck:

  • Almost all of our creatures are naturally evasive
  • A lot of card draw within the deck
  • Strong artifact package that lets us close out games

Weaknesses of the Deck:

  • While we do have some counterspells and interaction there is not a ton
  • General weaknesses of Mono-Blue
  • Weak to creature hate

Deck Stats:

Sample Hands:

Main Win Conditions:

There are no infinite combos or loops within the deck. We win the game by good old-fashioned combat. Our creatures are naturally quite evasive, so even if we are chipping in for one or two, we can still whittle down our opponents and win in the late game. We don’t have a ton of huge creatures to bring in, but we can fill and control the board and swing early and often.


Higure of the Still Wind is not a commander that I am surprised is at the bottom of EDHREC and many other sites. There are just strictly better options out there. Regardless, this is Commander, a format of fun and janky builds; while this is definitely a janky build, it is still a fun and flavorful deck I have enjoyed. I wouldn’t be surprised if your opponents had never heard of Higure, and they ask to read it every time you sit down. Thanks for reading to the end and for all your support!