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 .
Satoru turns every fat creature in your hand into a ninjutsu threat: connect with a cheap evasive attacker, return it, and drop a game-ending bomb for on turn three or four. Each ninjutsu activation also loots you toward more gas via the top-three dig. You snowball card advantage and combat damage until a single tutored finisher closes the game.
Cheats expensive, impactful creatures into play for , dodging high mana costs and skipping enter-the-battlefield sorcery speed
Built-in card selection every turn off the ninjutsu trigger keeps the deck flowing
Flexible toolbox: ninjutsu lets you respond to the board by deploying the right answer or finisher
Strong synergy with ETB/death-trigger creatures since bounce-and-redeploy loops are easy
Surprise reanimation-tier threats with no graveyard requirement, hard to interact with proactively
Reliant on connecting with an unblocked attacker; ground stalls and good blockers shut off ninjutsu
Board wipes and spot removal blow you out after you've sunk mana into deploying bombs
Commander-dependent for the engine, so repeated removal on Satoru slows you to a crawl
Fragile early game with a glut of expensive payoffs and few cheap creatures
Vulnerable to graveyard hate only indirectly, but very weak to flyer/evasion removal and stax on attacking