Satoru Umezawa

Satoru Umezawa

Color Identity

B mana
U mana

Details

Mana Value

3

Popularity

#502

of 3,466 commanders · via EDHREC

Card Text

Legendary Creature — Human Ninja

Whenever you activate a ninjutsu ability, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. This ability triggers only once each turn.

Each creature card in your hand has ninjutsu {2}{U}{B}.

2/4

Playstyle

Aggro · Steady · Minimal interaction · Wins by combat

Aggression
4 of 5
Speed
3 of 5
Interaction
2 of 5
Combat
4 of 5
Engine
4 of 5
Complexity
4 of 5

Card Price

€0.48CardMarket
as of 2026-10-02

Strategy Guides

Aggro Strategy Guide

Aggro decks are for players who want to commit threats early, attack often, and make combat math matter every turn. This strategy wants to pressure all opponents with efficient attackers, using anthems, haste, attack triggers, extra combats, and aggro commanders, to win through repeated combat damage before slower engines stabilize. In Commander that still means pushing through 120 total damage, so go-wide aggro EDH decks need refueling and scaling damage rather than only fast starts. Aggro differs from Tokens because it focuses on attacking with the bodies, from Voltron because it spreads pressure across many creatures, and from Infect because it deals life-total damage instead of poison.

Learn more about aggro strategies

Combo Strategy Guide

Combo decks are for players who enjoy finding a narrow line, protecting it, and ending the game with specific cards working together. This strategy wants to assemble combo commanders, tutors, draw, and compact two-card or three-card packages, using infinite combos or deterministic loops, to win in one decisive moment. Unlike Spellslinger it is not paid for every spell cast, unlike Storm it does not need a long chain turn, and unlike Big Mana it does not rely on casting one enormous payoff. The best combo decks EDH players build balance speed with enough interaction to survive the table's disruption.

Learn more about combo strategies

Control Strategy Guide

Control decks are for players who enjoy deciding which threats matter, spending answers carefully, and winning after the table has slowed down. This strategy wants to stabilize the game, using control commanders, counterspells, removal, sweepers, and card-draw engines, to win through a protected finisher, planeswalker, combo finish, or long-term card advantage. Unlike Stax, Control answers threats on the stack or battlefield instead of locking everyone out of resources. The best control decks EDH players build accept that multiplayer control cannot counter everything, so they lean on sweepers and engines that trade across several opponents.

Learn more about control strategies

Infect Strategy Guide

Infect decks are for players who want life totals to matter less than reaching ten poison on each opponent. This strategy wants to connect with infect and toxic creatures, using pump spells, evasion, protection, and infect commanders, to win through poison counter decks EDH opponents have to answer early. In the Counters, Proliferate, and Infect overlap, Counters grows creatures, Proliferate multiplies many counter types, and Infect is the poison win condition that proliferate can accelerate. The social cost is real: once poison appears, the table often treats you as the first threat, and some pods restrict the mechanic before deck selection.

Learn more about infect strategies

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