I wanted to build a deck that utilized Dark Confidant, but before I got started I set-up a couple of parameters for myself. First, I didn't want to build a Fish-style deck like everyone else is trying to do. I didn't feel that it was worth the effort to attempt to come up with something new only to find out that when I am done it isn't very innovative because a hundred other people came up with something very similar. Secondly, I didn't want to take a combo deck and remove a couple of spells for Dark Confidants. The main reason was because most combo decks try to win at neck breaking speeds; therefore, there will be many cases were the addition of Dark Confidant is meaningless or a dead draw. Plus, I just don't find combo decks all that fun to play. Now that my parameters were set-up, I started brainstorming for ideas. The one idea I kept coming back to was adapting the old Ninja Mask skeleton to incorporate Dark Confidants, and adjusting its tools to handle the new threats in today’s meta-game. It also help that I felt pretty comfortable with this archetype since I used to play quite often when it was competitive. So, in an effort to reduce development time I began doing my research.
I started by looking at Kl0wn's original
post on Ninja Mask, and I noticed something that I originally wasn't aware of, Kl0wn didn't run Force of Will. He felt that since the deck was hard to hate it was better to know how to play around your opponent rather than to wait for your opponent to do something that you would have to counter. This school of thought is different from most people, and in a later
post by Kowal, Force of Will had been added to the deck. This could have been a direct result of Trinisphere entering the format or possibly influenced from Carl's Venguer Masque, but either way it seemed that four Force of Wills became a staple in all future builds of Ninja Mask. Yet, I was intrigued by the idea of building a Vintage deck that didn't contain the pillars or the glue of the format. Without Force of Will I no longer had to maintain a certain level of blue cards in the deck, which gave me a lot of options for different tools that hadn't been feasible before, and it also made sideboarding much easier for the same reasons. The downside is your opponent can just get unbeatable hands now and then, but I haven't experienced as many crushing defeats as I would have original thought. With the deck now complete I can say with confidence that Force of Will isn't needed, apparently the format is somewhat slower than it was a year or two ago.
Now that I had determined that I wasn't going to utilize Force of Will I had to decide what type of disruption I would use. The obvious first choice was Duress, Ninja Mask was already running it in previous version of the deck, so it wasn't much of a leap. However, after testing the card in various match-ups I found that it wasn't as strong on its own as I thought it would be initially. It couldn't protect me from multiple solutions. For example, I Duress an opponent and see he/she has two Swords to Plowshares in hand. I get to remove one of them, but knowing that I am going to walk into another one just wasn't good enough. Duress was a much better tool at stunting combo decks, or bolstering my game versus combo-control decks than it was at helping me ensure the safety of my Dreadnoughts. At this point I decided to try Cabal Therapy. It allowed me to see my opponent's hand, and it could grab multiples of what I feared. The more I tested it the more I wondered why this card isn't used more often. It can grab problematic creatures such as Goblin Welder, and it can generate some devastating plays on its own though its flashback mechanic. The only real drawback is when you have no idea what your opponent is playing and hence no idea what to name. However, these cases will only occur if you feel the need to cast it immediately, which isn't something I normally do unless I have some idea of what my opponent is playing.
Quirion Ranger has been a staple in Ninja Mask as a way to keep Wasteland shenanigans from messing with your Shapeshifter combo, and it did this pretty effectively in the past. It also doubled as a minor mana generator, a small beater, and could untap Dreadnoughts to block after an attack. The problem with this was I really don’t want to be popping lands back to my hand when facing Stax, especially when I am facing recurring wastelands, and I rarely ever need to untap so I can block. So, the question I asked myself was, could something else fill this roll more effectively? And I believe the answer is yes. Pithing Needle does everything I need, it stops wastelands from messing with my combo, and it can be quite useful in games where wastelands are not an issue. It definitely gives the deck some game versus some previous problem decks such as Dragon and Control Slaver, and it kept the count of disruption elements of the deck at eight, which was something that I felt was important.
The last thing I looked into was Brainstorm. With Dark Confidant as my draw engine Brainstorm’s one-shot ability seemed less than stellar to me, so I thought I would capitalize on the fact Dark Confidant doesn't actually draw cards. Therefore, I began to test Chains Mephistopheles in its place. Unfortunately, this really didn't pan out, it sucked versus Stax, and even versus control I usually found myself playing the other two casting cost spells instead of it. Maybe I had back luck with it, but I must say I was thoroughly unimpressed with it in this particular deck. So, my next experiment was with Sensei’s Divining Top. This was much better than Chains Mephistopheles and Brainstorm. It allows me to avoid life loss through my Dark Confidants, and it allows me to dig for the cards I need. With all the shuffle effects the deck has you are able to see an amazing amount of cards a turn if that is what you need to do.
So, this is what I finally arrived at:
Ninja MaskBy: cssamericanLands - 16Â Â Â Â 2 Forest
    4 Bayou
    4 Tropical Island
    3 Windswept Heath
    3 Wooded Foothills
Creatures - 18Â Â Â Â 4 Phyrexian Dreadnought
    4 Birds of Paradise
    4 Dark Confidant
    1 Phage the Untouchable
    1 Squee, Goblin Nabob
    4 Volrath's Shapeshifter
Enchantments – 4    4 Survival of the Fittest
Spells – 6    1 Ancestral Recall
    4 Cabal Therapy
    1 Time Walk
Artifacts – 16    4 Pithing Needle
    3 Sensei's Divining Top
    1 Black Lotus
    1 Mox Emerald
    1 Mox Jet
    1 Mox Pearl
    1 Mox Sapphire
    4 Illusionary Mask
Sideboard – 15SB: 4 Duress
SB:Â 1 Gigapede
SB:Â 2 Gilded Drake
SB:Â 4 Oxidize
SB:Â 3 Ray of Revelation
SB:Â 1 Savannah
The deck has eight engine cards, eight outlets for its Dreadnoughts, and eight disruption spells, which makes it very redundant. Because of this and the tightness of the deck, I have chosen not to run any tutors other than Survival of the Fittest. The deck has performed quite well versus various archetypes, including the tier one decks. Though I am not prepared to say it wins enough to make it a best choice to win the next tournament, but rather it is good enough to hold its own. So, if your interested in playing something a little different, and still want a fighting chance to win this might be something you could look into.
There were a few cards I tried out that just missed the cut for me, but they should still be on peoples mind if they pick up this deck.
Withered Wretch: It is the best survivable graveyard hater, plus it has the bonus ability of cleaning up yours as well. I used it quite a bit versus Goblin Welder based decks until I started to use Pithing Needles, but if your metagame was full of decks like Control Slaver I could still see him being somewhat useful.
Psychatog: It is a pretty decent beater, and it cleans your graveyard for free. There are also a few graveyard combat tricks that you can do with him as well, though nothing that really stands out as super useful. If you were modify my list to run Force of Will then it would also have the bonus of being a survivable pitch card as well.
Dimir Doppelganger: Is the latest R&D version of Volrath's Shapeshifter; however, it does need some way to get stuff in the yard, so it isn't a self contained package like its all blue cousin. Still, it isn't screwed up by things hitting the graveyard and it can remove and imprint creatures from your opponent's graveyard if need be. On paper it sounded great to me, but I never really used him when I had him in the deck. It might be a better card when people learn how to play against my deck, so I will just have to wait and see.
I would be happy to hear other peoples comments and suggestions on this archetype.