11, Feb, 22

MTG Kamigawa: Neon Dynasty Limited Guide

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Kamigawa: Neon Dynasty just released on Magic Arena, and Prerelease is this weekend! If you’re heading to play in Prerelease, or want to get some drafts in online, then this limited guide will have you covered. This set is shaping up to be a very fun limited environment, so let’s dive into it!

Mechanics in Kamigawa: Neon Dynasty Limited

There’s a few different mechanics that you’ll see in your limited, and often times we’ll be drafting around these. Here’s the list of mechanics you’ll see:

  • Ninjutsu
  • Modified
  • Sagas
  • Reconfigure
  • Vehicles
  • Channel

—

Not all of these will be main theme mechanics in your deck, but most of them can be.

2 Color Pairs

This set’s limited environment is shaping up to have some very clear 2 color pairs, with a 3rd color splash available fairly easily as well. There’s a some very clear pillar cards that can lead you into an tribe, but some of those same pairs can be used more generically. Let’s look at the color pairs and what key cards you’ll want to look for.

Of note, In pack 1, It’s definitely important to be a bit flexible. You can pick up a keystone card for an archetype, but if you’re getting cut, you need to be able to pivot.

Boros

Boros is the color of Samurai primarily. For the Samurai, here’s a few cards you should be prioritizing.

One of the keystone for Samurai is Asari Captain Asari Captain Asari Captain Haste
Whenever a Samurai or Warrior you control attacks alone, it gets +1/+0 until end of turn for each Samurai or Warrior you control.
. While this isn’t the most exciting uncommon, it leads you down the right path for Samurai. What may be even more important is Selfless Samurai Selfless Samurai Selfless Samurai Whenever a Samurai or Warrior you control attacks alone, it gains lifelink until end of turn.
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
. The Lifelink is very useful when you only attack with 1 creature, and the protection it provides is invaluable.

If we’re attacking with 1 creature, we have a couple things to take care of. First off, we need to buff up our main attacking creature, which we can do with Eiganjo Exemplar Eiganjo Exemplar Eiganjo Exemplar Whenever a Samurai or Warrior you control attacks alone, it gets +1/+1 until end of turn. . The other thing that we need is to be able to set up defense with other creatures, and Peerless Samurai Peerless Samurai Peerless Samurai Menace (This creature can't be blocked except by two or more creatures.)
Whenever a Samurai or Warrior you control attacks alone, the next spell you cast this turn costs {1} less to cast.
offers both good blocking, and a cost reduction for other creatures.

Dimir

Dimir is the ninja color pair. We can also splash in Green as there’s some ninjas in that color. Here’s some important cards to find in this archetype.

Right off the bat, the keystone card is Silver-Fur Master Silver-Fur Master Silver-Fur Master Ninjutsu {U}{B} ({U}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Ninjutsu abilities you activate cost {1} less to activate.
Other Ninja and Rogue creatures you control get +1/+1.
. It’s a lord for our ninjas, and makes our Ninjutsu abilities cheaper. Next up is Moon-Circuit Hacker Moon-Circuit Hacker Moon-Circuit Hacker Ninjutsu {U} ({U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card unless this creature entered this turn.
which is our new Ninja of the Deep Hours Ninja of the Deep Hours Ninja of the Deep Hours Ninjutsu {1}{U} ({1}{U}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever this creature deals combat damage to a player, you may draw a card.
.

A couple of great cards that we will definitely want to make sure we can activate our ninjutsu abilities are Futurist Operative Futurist Operative Futurist Operative As long as this creature is tapped, it's a Human Citizen with base power and toughness 1/1 and can't be blocked.
{2}{U}: Untap this creature.
and Kaito’s Pursuit Kaito’s Pursuit Kaito’s Pursuit Target player discards two cards. Ninjas and Rogues you control gain menace until end of turn. (They can't be blocked except by two or more creatures.) . Both of these cards have great abilities to make it more likely for our creatures to go unblocked.

If you happen to splash in green, there’s only a few cards that we should be picking up.

Fang of Shigeki Fang of Shigeki Fang of Shigeki Deathtouch is a great early game drop that is likely to get in due to it having deathtouch. Coiling Stalker Coiling Stalker Coiling Stalker Ninjutsu {1}{G} ({1}{G}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever this creature deals combat damage to a player, put a +1/+1 counter on target creature you control that doesn't have a +1/+1 counter on it.
is another cheap ninjutsu effect that can beef up some of our other creatures. Lastly, Kappa Tech-Wrecker Kappa Tech-Wrecker Kappa Tech-Wrecker Ninjutsu {1}{G}
This creature enters with a deathtouch counter on it.
Whenever this creature deals combat damage to a player, you may remove a deathtouch counter from it. When you do, exile target artifact or enchantment that player controls.
has a good amount of utility here, as many of the creatures in this set are enchantments and artifacts as well.

Azorius

Azorius’s theme is Vehicles. You can splash black here as well for a real boost in power. There’s a big focus on Vehicles in the set, so there’s a lot to choose from. Here’s a few of the key cards that you’ll want to pick up.

One of the Key cards for this archetype is Prodigy’s Prototype Prodigy’s Prototype Prodigy’s Prototype Whenever one or more Vehicles you control attack, create a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
. It’s a great way to build a very wide board, and if you have a critical mass of vehicles, can really pump the damage up. Alongside this, you’ll want Hotshot Mechanic Hotshot Mechanic Hotshot Mechanic This creature crews Vehicles as though its power were 2 greater. for easy crewing, and Mobilizer Mech Mobilizer Mech Mobilizer Mech Flying
Whenever this Vehicle becomes crewed, up to one other target Vehicle you control becomes an artifact creature until end of turn.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
which gives you a free crew when it’s crewed.

Kitsune Ace Kitsune Ace Kitsune Ace Whenever a Vehicle you control attacks, choose one —
• That Vehicle gains first strike until end of turn.
• Untap this creature.
is an awesome pilot for our army of mechs, as it can give them first strike. Additionally, Skyswimmer Koi Skyswimmer Koi Skyswimmer Koi Flying
Whenever an artifact you control enters, you may draw a card. If you do, discard a card.
is a great support card, as we’re playing a fair number of vehicles, and it’s a great evasive body. Not pictured, but definitely you have to pick up a couple Mech Hangar Mech Hangar Mech Hangar {T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Pilot or Vehicle spell.
{3}, {T}: Target Vehicle becomes an artifact creature until end of turn.
s, as it can animate our vehicles.

If we’re splashing black, there’s a few cards we’ll want.

The flip side of Okiba Reckoner Raid Okiba Reckoner Raid Okiba Reckoner Raid (As this Saga enters and after your draw step, add a lore counter.)
I, II — Each opponent loses 1 life and you gain 1 life.
III — Exile this Saga, then return it to the battlefield transformed under your control.
gives our vehicles menace, which is a great buff. Okiba Salvage Okiba Salvage Okiba Salvage Return target creature or Vehicle card from your graveyard to the battlefield. Then put two +1/+1 counters on that permanent if you control an artifact and an enchantment. lets us reanimate a fallen creature or vehicle which can be handy.

Orzhov

Orzhov’s theme is a combination of Artifacts and Enchantments. They have various pay offs for controlling both.

The hallmark card of this archetype is Naomi, Pillar of Order Naomi, Pillar of Order Naomi, Pillar of Order Whenever Naomi enters or attacks, if you control an artifact and an enchantment, create a 2/2 white Samurai creature token with vigilance. . It helps us build a board state from just executing our gameplan, but is also a solid top end creature. Michiko’s Reign of Truth Michiko’s Reign of Truth Michiko’s Reign of Truth (As this Saga enters and after your draw step, add a lore counter.)
I, II — Target creature gets +1/+1 until end of turn for each artifact and/or enchantment you control.
III — Exile this Saga, then return it to the battlefield transformed under your control.
is a great saga, and the flip side is a creature that scales with the number of artifacts and enchantments.

Kami of Terrible Secrets Kami of Terrible Secrets Kami of Terrible Secrets When this creature enters, if you control an artifact and an enchantment, you draw a card and you gain 1 life. is a great way to draw some additional cards and is a solid body for 4 mana. Assassin’s Ink Assassin’s Ink Assassin’s Ink This spell costs {1} less to cast if you control an artifact and {1} less to cast if you control an enchantment.
Destroy target creature or planeswalker.
is a fantastic removal spell in any black deck, but is especially good here.

Selesnya

Selesnya has a strong theme of Enchantments and Sagas. Sagas are huge in this set, as they turn into creatures.

Our hallmark card is Jukai Naturalist Jukai Naturalist Jukai Naturalist Lifelink
Enchantment spells you cast cost {1} less to cast.
. Giving our enchantments a cost reduction is a STRONG effect to have. Coupled with that, Azusa’s Many Journeys Azusa’s Many Journeys Azusa’s Many Journeys (As this Saga enters and after your draw step, add a lore counter.)
I — You may play an additional land this turn.
II — You gain 3 life.
III — Exile this Saga, then return it to the battlefield transformed under your control.
is a great way to give us a bit of ramp, allowing us to cast multiple enchantments in a turn.

Storyweave Storyweave Storyweave Choose one —
• Put two +1/+1 counters on target creature you control.
• Put two lore counters on target Saga you control. The next time one or more enchantment creatures you control enter this turn, each enters with two additional +1/+1 counters on it.
is fairly underrated spell, but if you have a critical mass of Sagas, this can help get one of our fresh sagas flipped into a creature. Another great removal spell that we can play is Intercessor’s Arrest Intercessor’s Arrest Intercessor’s Arrest Enchant permanent
Enchanted permanent can't attack, block, or crew Vehicles. Its activated abilities can't be activated unless they're mana abilities.
which can deal with creatures and vehicles efficiently.

Rakdos

Rakdos has an artifact sacrifice theme. There’s a lot of value cards here so here’s the shell of cards you’ll want.

First up, our main pay off card is Oni-Cult Anvil Oni-Cult Anvil Oni-Cult Anvil Whenever one or more artifacts you control leave the battlefield during your turn, create a 1/1 colorless Construct artifact creature token. This ability triggers only once each turn.
{T}, Sacrifice an artifact: This artifact deals 1 damage to each opponent. You gain 1 life.
, which gives us constructs when we sacrifice an artifact, and offers a sac outlet as well. Additionally, Dockside Chef Dockside Chef Dockside Chef {1}{B}, Sacrifice an artifact or creature: Draw a card. is a solid sac outlet that gives us cards.

Gravelighter Gravelighter Gravelighter Flying
When this creature enters, draw a card if a creature died this turn. Otherwise, each player sacrifices a creature of their choice.
is a great edict effect, and if we have some artifact creatures, they can be great sac fodder to trigger our payoff. Lastly, Voltage Surge Voltage Surge Voltage Surge As an additional cost to cast this spell, you may sacrifice an artifact.
Voltage Surge deals 2 damage to target creature or planeswalker. If this spell's additional cost was paid, Voltage Surge deals 4 damage instead.
is a fantastic removal spell that can deal with a fair bit of creatures.

Izzet

Izzet has a more general theme of Artifacts. You’ll more than likely want to draft a few vehicles, but here’s a few other great cards to grab as well.

Similarly to Selesnya, having a cost reduction spell in Enthusiastic Mechanaut Enthusiastic Mechanaut Enthusiastic Mechanaut Flying
Artifact spells you cast cost {1} less to cast.
is great for our game plan. Reality Heist Reality Heist Reality Heist Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.)
Look at the top seven cards of your library. You may reveal up to two artifact cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
is a fantastic draw spell. Both Armguard Familiar Armguard Familiar Armguard Familiar Ward {2} (Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Equipped creature gets +2/+1 and has ward {2}.
Reconfigure {4} ({4}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
and Twinshot Sniper Twinshot Sniper Twinshot Sniper Reach
When this creature enters, it deals 2 damage to any target.
Channel — {1}{R}, Discard this card: It deals 2 damage to any target.
are great creatures that sit well with our strategy.

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Gruul

Gruul’s game plan is to lean more into the Modified creature path. They have a fair amount of equipment and auras at their disposal to make this happen.

First up we want to have Invigorating Hot Spring Invigorating Hot Spring Invigorating Hot Spring This enchantment enters with four +1/+1 counters on it.
Modified creatures you control have haste. (Equipment, Auras you control, and counters are modifications.)
Remove a +1/+1 counter from this enchantment: Put a +1/+1 counter on target creature you control. Activate only as a sorcery and only once each turn.
, which gives our modified creatures haste, and let’s us make a creature “modified” with ease. There’s a few of these creatures that have modified pay offs, and a great one is Heir of the Ancient Fang Heir of the Ancient Fang Heir of the Ancient Fang This creature enters with a +1/+1 counter on it if you control a modified creature. (Equipment, Auras you control, and counters are modifications.) . Definitely look for solid aggressive / midrange threats for this deck.

We get some good removal as well in this archetype with Kami’s Flare Kami’s Flare Kami’s Flare Kami's Flare deals 3 damage to target creature or planeswalker. Kami's Flare also deals 2 damage to that permanent's controller if you control a modified creature. (Equipment, Auras you control, and counters are modifications.) and Flame Discharge Flame Discharge Flame Discharge Flame Discharge deals X damage to target creature or planeswalker. If you controlled a modified creature as you cast this spell, it deals X plus 2 damage instead. (Equipment, Auras you control, and counters are modifications.) . Both can dish out some good damage on their own, but get better if we control a modified creature.

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Golgari and Simic

Both Golgari and Simic are color pairs that don’t really have a clear identity. They seem to line up with more solid midrange threats and have the flexibility to splash in other archetypes into their decks. I’d recommend trying to play to some ramp spells in Simic, as their only multicolored card, Colossal Skyturtle Colossal Skyturtle Colossal Skyturtle Flying, ward {2}
Channel — {2}{G}, Discard this card: Return target card from your graveyard to your hand.
Channel — {1}{U}, Discard this card: Return target creature to its owner's hand.
, is 7 mana. For Golgari, I’d look honestly to splash this into the Selesnya Sagas deck, as you get some very interesting options there.

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