An archetype of primarily DARK Warrior Monsters, revolving around the ace Monster Ninjato who transforms into many Fusion evolutions by fusing with different Materials.
NOTE
For simplicity, cards related to Ninjato (such as the Manifestation Fusion cards and the relevant Fusion Materials) are also documented here.
Cards
| type | count |
|---|---|
| Pendulum | x6 |
| Fusion | x6 |
| Synchro | x1 |
| Xyz | x1 |
Monsters
Main Deck
| card | Level | ATK/DEF | Type | Ability | Attribute |
|---|---|---|---|---|---|
| Ninjato | 4 ★★★★ | 1700 / 1200 | Warrior | DARK | |
| Silent Assassin | 5 ★★★★★ | 2100 / 1300 | Warrior | DARK | |
| Wizardo | 4 ★★★★ | 1600 / 1900 | Spellcaster | DARK | |
| Faithful Cleric | 3 ★★★ 2 ◈◈ | 600 / 2000 | Spellcaster Pendulum | Tuner | LIGHT |
| Berserker Blader | 4 ★★★★ | 1800 / 1600 | Warrior | Gemini | FIRE |
| Spellblade | 5 ★★★★★ 3 ◈◈◈ | 2100 / 2300 | Spellcaster Pendulum Normal | LIGHT | |
| Ghostblade | 5 ★★★★★ 6 ◈◈◈◈◈◈ | 2300 / 2100 | Spellcaster Pendulum Normal | DARK | |
| Arcane Battlemage | 7 ★★★★★★★ 7 ◈◈◈◈◈◈◈ | 2700 / 2100 | Spellcaster Pendulum | LIGHT | |
| Legendary Dragon Spirit | 8 ★★★★★★★★ | 0 / 3300 | Dragon | LIGHT |
Extra Deck
| card | Level/Rank/Link | ATK/DEF | Type | Attribute | Material |
|---|---|---|---|---|---|
| Ninjax | 8 ★★★★★★★★ | 2700 / 2300 | Warrior Fusion | DARK | 3 ‘Ninjato’ Monsters, including Ninjato |
| Ninjato of the Silent Arts | 7 ★★★★★★★ | 2600 / 1900 | Warrior Fusion | DARK | 1 ‘Ninjato’ Monster + Silent Assassin or 1 DARK Monster |
| Ninjato of the Mystical Arts | 6 ★★★★★★ | 2100 / 2700 | Warrior Fusion | DARK | 1 ‘Ninjato’ Monster + Wizardo or 1 Spell/Trap |
| Ninjato of the Sealing Arts | 5 ★★★★★ | 2300 / 1700 | Warrior Fusion | DARK | 1 ‘Ninjato’ Monster + Berserker Blader or 1 Normal Monster |
| Ninjato of the Arcane Arts | 9 ★★★★★★★★★ 9 ◈◈◈◈◈◈◈◈◈ | 2900 / 2300 | Warrior Fusion Pendulum | DARK | 1 ‘Ninjato’ Monster + Arcane Battlemage or 1 Pendulum Monster |
| Ninjato of the Master Arts | 10 ★★★★★★★★★★ 11 ◈◈◈◈◈◈◈◈◈◈◈ | 3300 / 2600 | Warrior Fusion Pendulum | DARK | 1 ‘Ninjato’ Monster + 1 Ritual or Extra Deck Monster |
| Ninjato of the Sacred Arts | 7 ★★★★★★★ | 1900 / 2300 | Warrior Synchro | LIGHT | 1 ‘Ninjato’ Monster + Faithful Cleric or 1 Tuner |
| Ninjato of the Shadow Arts | 4 ★★★★ | 1900 / 2300 | Warrior Xyz | DARK | 2 Level 4 Monsters, including Ninjato |
| Dancing Rain | Link-1 | 1200 | Warrior Link | WATER | 1 Level 3 or 4 Warrior or Spellcaster Monster |
| Architechnician | Link-2 | 1800 | Cyberse Link | EARTH | 2 Monsters with different names |
| Unspecialized | Link-3 | 2500 | Warrior Link | LIGHT | 3 Monsters with different Types or Attributes, including a Normal Monster |
| Lone Autumn Leaf | 10 ★★★★★★★★★★ | 3000 / 3000 | Spellcaster Fusion | LIGHT | 1 Level 7 or higher “Battlemage” Monster + 1 Dragon Monster |
Spells
display
| card | property |
|---|---|
| Ghostplay | ⚡︎ Quick |
| Manifestation Fusion | ⚡︎ Quick |
| Manifestation Magic | ⚡︎ Quick |
| Myriad Manifestation Umbrella | ⟡ Equip |
| Myriad Manoeuvres | ⚡︎ Quick |
| Ninja Artifice | ⚡︎ Quick |
| Ninja Dojo | ✦ Field |
| Ninja Manifestation | ⚡︎ Quick |
| Spellcasters’ Sanctuary | ∞ Continuous |
| Whirling Tornado Slash | ⚡︎ Quick |
Traps
display
| card | property |
|---|---|
| Manifestation Manoeuvres | |
| Night Walker | ∞ Continuous |
| Quick Refresh | |
| Quick Vanish | |
| Shadow Walker | ∞ Continuous |
Overview
The Ninjato archetype is a sub-archetype of the Ninja archetype (my custom one, not the canon one). It is closely related to the Manifestation and Quick archetypes.
Ninjato
Ninjato is a humble, rather inconspicuous Level 4 Monster. It is similar to Fallen of Albaz, in that it is without a doubt the heart of the archetype, yet cannot Special Summon itself. But unlike Albaz, Ninjato does not itself possess any particularly impactful effects. In fact, its search only works on Normal Summon!
![]() |
| Like a ninja, Ninjato attacks with sneak and precision. No surprises here! |
Manifestation Spells
However, this search is all it needs. The catalyst that gives the Ninjato archetype its deadliness are the Manifestation Fusion Spells.
| Spell | Fusion | Magic |
|---|---|---|
| card | ![]() | ![]() |
| effect | fuse from either field | transform into another Fusion Monster |
| recovery | Ninjato Extra Deck Monster leaves the field by battle or card effect | Ninjato Monster leaves the field by battle or card effect |
Manifestation Fusion upgrades Ninjato into a Fusion form, then Manifestation Magic transforms it between different Fusion forms. Like Albaz, Manifestation Fusion allows Ninjato to fuse with Materials from the opponent’s field. And as we’ll see, Ninjato can fuse with very many things indeed.
Both are Quick-Play Spells, making them very powerful for interruption during both player’s turns. They also naturally recover themselves when Ninjato Monsters leave the field. However, they can’t be used in the turn they’re recovered, and vice-versa, so balancing and timing their usage is critical.
Manifestation Trap
Helping to set up these Fusion Summons is Manifestation Manoeuvres. Aside from searching out Material in dire situations, its Grave effect is the more powerful one1 – it acts as a search11 and a spare Fusion, since it bypasses the restrictions of the Manifestation Spells by copying their effects.
![]() |
| Fuse on the fly |
As such, it’s very powerful to have Manoeuvres lying in the Grave to spring at an unexpected moment, especially if the opponent is not aware of its effect or presence.
Fusions
Ninjato has 5 regular Fusion evolutions and 1 final Fusion form. Each regular evolution lists 1 specific Monster for Ninjato to fuse with, but also allows a particular kind of Material in place of that specific Monster. Most of these specific Monsters are related to Ninjato and the theme as a whole, but are not part of any particular archetype.
It’s worth noting these Fusion upgrades do not list “Ninjato” as Material, only “Ninjato” Monsters – meaning we can fuse Fusions into other Fusions if need be.
Silent Arts
Ninjato’s ace Fusion form is Ninjato of the Silent Arts, requiring it to fuse with Silent Assassin. Alternatively, we can use a DARK Monster, which is fairly accessible in a Ninjato deck, not to mention very common in matchups.3
| Monster | Silent Assassin | Ninjato of the Silent Arts |
|---|---|---|
| card | ![]() | ![]() |
| Striking down opponents before they have a chance to react | Dodging effects like a ninja in the shadows |
Silent Arts combines the sneak attacks of Ninjato and Silent Assassin, bypassing all effects during the Damage Step. Since it locks until the very end, this also means the opponent cannot trigger floating effects of Monsters destroyed in battle by Silent Arts.
The Quick Effect is often easily overlooked, but is incredibly strong. It essentially allows Silent Arts to dodge any activated effect, such as removal – since it vanishes until after the Chain resolves, no effects in the Chain can really touch it.4 This makes it challenging to remove via card effects, making it great as ensuring we have a Ninjato Monster in circulation.
Mystical Arts
An extremely versatile option, Ninjato of the Mystical Arts can use any Spell/Trap as Material.5 This is often very helpful when Ninjato does not have any other suitable Materials available to fuse with, since spare Spell/Traps are almost always readily available.
| Monster | Wizardo | Ninjato of the Mystical Arts |
|---|---|---|
| card | ![]() | ![]() |
| The most wizard of wizards | Wielding the mystical powers of magic |
Beyond acting as a boardbreaking Fusion Summon, Mystical Arts also provides great utility. Its return to hand is more diverse removal alongside Silent Arts, but can also be used on your own cards to cycle them for re-activation – for instance, returning a Continuous or Field Spell to have access to its activation effect again. It does require setup in having a Monster ready to Summon, though – in a Ninjato Deck this means having a Pendulum Monster in the Pendulum Zone. Luckily, we have 2 Pendulum Fusion evolutions that do exactly that.
Arcane Arts
1 of 2 endboard pieces, Ninjato of the Arcane Arts6 is the archetype’s (only) in-house negate. Having easy access to it does mean leaning into a Pendulum playstyle, although it is still available through Manifestation Magic. Arcane Battlemage does slot in well as an independent piece, especially since Ninjato uses the Trap effect of Manifestation Manoeuvres in its opening combo.
| Monster | Arcane Battlemage | Ninjato of the Arcane Arts |
|---|---|---|
| card | ![]() | ![]() |
| The master warrior embued with magical energy | Harnessing the arcane magic of manifestation itself |
Perhaps stronger than the negate is its ability to transform into another Fusion evolution on the fly, which provides fantastic flexibility. This does only work once, since if Arcane Arts Summons itself from the Pendulum Zone it’s no longer considered Fusion Summoned.
Any Ninjato evolution, really, is a good target – Silent Arts and Sealing Arts can counter a problematic Monster; Master Arts can help setup a grind game; another Arcane Arts could even be a valid option, depending on the situation. But in most situations, Mystical Arts is the best target, as its effect requiring a Monster in the Pendulum Zone synergises perfectly with Arcane Arts placing itself there. This does not provide a second negate though, since Arcane Arts has a hard once-per-turn clause, so it will essentially be a high-ATK vanilla.
Master Arts
The name says it all, but Ninjato of the Mazter Arts is Ninjato’s peak evolution via fusing with other Materials. It’s arguably the most accessible since almost all opponents will have a Special Summon Monster in their endboard, ready for Ninjato to fuse with.
![]() |
| Say goodbye to your ace! |
Despite its effect immunity and high ATK, Master Arts doesn’t seem like it offers that much. However, its strength lies in the agility and versatility it provides through the Spell/Trap Set. Being able to search any Spell/Trap in those archetypes allows you to prepare a response to almost any situation. It’s not Master Arts itself that’s deadly, it’s what it gives you access to. In a grind game, Master Arts just churns out consistency – so it doesn’t really become a grind game.
Sealing Arts
Another less-used evolution fuses Ninjato with Berserker Blader or a Normal Monster, which is generally difficult. Ninjato of the Sealing Arts provides utility through its on-Summon effect, which can help deal with problematic cards. It’s mainly there as a situational option to bring out through Manifestation Magic and Arcane Arts.
| Monster | Berserker Blader | Ninjato of the Sealing Arts |
|---|---|---|
| card | ![]() | ![]() |
| Feel the flames of fury | Sealed in the shadows |
Ninjax
Ninjato can fuse with others, but what about itself?
3 Ninjato Monsters come together to unleash the final evolution of Ninjato – Ninjax, embodying the essence of Ninjato.
![]() |
| Ninjato’s final form |
Ninjax takes Ninjato’s stealth to the extreme, remaining hidden from targeting effects and locking out the entire Battle Phase.
Synchro & Xyz
Other than Fusion evolutions, Ninjato also has alternate Synchro and Xyz forms that provide additional utility and help access the Fusion upgrades.
| Monster | Ninjato of the Sacred Arts | Ninjato of the Shadow Arts |
|---|---|---|
| card | ![]() | ![]() |
| uses Material | banish from Grave | send *Manifestation*, revive *Ninjato* |
| ability | detach from Xyz Material | Fusion Summon from Grave and Banishment |
The effect of Sacred Arts is only single-use, but it effectively searches a Manifestation card while not losing any bodies, which provides pretty insane value. In late game its revival can be very clutch for bringing back Fusion Monsters, especially banished ones that are difficult to recover.
Shadow Arts is much more niche,7 but is similarly more useful in late-game when recovering lost cards is beneficial. It serves as an alternative way to access Fusion Summoning if the Manifestation Spells are not available.
Both the Synchro and Xyz forms are still valid targets for Manifestation Magic, so after their effects have been depleted they’re still valuable to have on field.
Strategy
Ninjato is fast-paced, agile and dynamic. With the support of Ninja and Quick cards, it can persistently dodge the opponent’s effects, switch between different Fusion upgrades, and disrupt the opponent’s field.
For the archetype to do its thing it’s critical to have a Ninjato Monster in circulation. Without one in hand or on field, we can’t Fusion Summon or Manifest.8 It’s generally nontrivial to recover the Lv4 Ninjato once it’s in the Grave, so usually this means we need to rely on searching another, or more sustainably, protecting our existing Fusion upgrades from ‘permanently’ leaving the field.9
Opening
The full opening requires access to 2 cards: Ninjato and Faithful Cleric. Cleric is the key card here, unlocking access to an extended combo – without it, turn 1 is usually just a single fuse and pass.
This opening sets up an endboard with Master Arts with its powerful searches, and Arcane Arts with its negate and floating into another Fusion. These 2 are certainly the best choices for a turn 1 endboard, since they provide the most interaction, versatility and preparation for future turns.
If more resources are available, it may be viable to Link climb into Architechnician or Unspecialized.
Full
Setup:
- Have Ninjato in hand.
- The search chain is Ninja Dojo » Ninja Manifestation » Ninjato. If all 3 are played at 3, this makes Ninjato a 9-of.
- Have Faithful Cleric in hand.
- This can be searched by Spellcaster’s Sanctuary. If both are played at 3, this makes Cleric a 6-of.
Execution:
- NS Cleric, unlock extra NS.
- NS Ninjato, search Manifestation Magic.
- Tune both for Sacred Arts, send Manifestation Manoeuvres to revive Ninjato.
- Link Ninjato for Dancing Rain.
- Banish Manoeuvres and Manifestation Fusion. Using effect of Sacred Arts, banish Ninjato from Grave and fuse with Dancing Rain for Master Arts.
- Manifestation Magic to return Sacred Arts for Arcane Arts.
Finish:
- Master Arts can Set Manifestation Fusion for next turn, another Manoeuvres for more Material, Ninja Dojo if it was not in the combo, Ninja Artifice, etc. – whatever’s appropriate for the situation.
Strengths
Ninjato is very adept at dodging targeting effects, especially with the support of Ninja and Quick Spell/Traps. This makes boards nontrivial to dismantle and the Fusion evolutions problematic for the opponent to deal with.
Weaknesses
The archetype relies purely on having access to a Ninjato Monster to fuse. This means if the opponent clears our field of Ninjato Monsters and we have none in hand, we will not be able to bring out new Ninjato Fusion Monsters. While many cards have Grave effects, recovery is actually limited.
This is not so much an issue in early game where we still have Ninjato in Deck to search, but in a grind game where all 3 copies are in the Grave or Banishment, recovery can be quite difficult.
Design
{...}
Deck
Last updated: July 2025
Tips
- View the deck on DuelingBook!
- Hover over a card to view its card text.
Notes
- The cards are ordered in a logical order rather than by properties.
- The number of copies are not exact – they only indicate a card’s place within the deck.
- The staples provided are not exhaustive – they are only those that synergise especially well with the deck.
History
Origins
Ninjato and its related cards have a rich history, probably the most interesting of all my custom cards. They’ve come a long way.
My first ever custom cards on DuelingBook were Ninjato and its related cards.
Updates
Of all my decks/archetypes, the Ninjato deck and archetype has also had, by far, the most revisions. I’ve lost count at this point, but it’s somewhere in the ballpark of 5~7 remakes.
Along the way, we had some pretty outrageous moments.
Deprecated Fusion Evolutions
There were originally even more Fusion evolution forms. From memory, these included:
- Ninjato Knight (Brisker Knight or a Warrior Monster)
- This has been retrained into Ninjato of the Sealing Arts, fusing with Berserker Blader.
- Ninjato of the Rogue Arts10 (Darting Rogue or a Flip Monster
- Ninjato of the Advance Arts (Advance Archer or a Level 5 or higher Monster
- Ninjato of the Healing Arts (Faithful Cleric or a Tuner Monster)
I removed them since it was difficult to find meaningful effects for them, and I wanted the archetype to be less bloated.
Deprecated Manifestation Spells
In maybe the 3rd or 4th revision, I introduced the manifestation (Fusion-switching) gimmick. Originally, I created 7 Manifestation Spells. Yup, 7. All with different criteria, some increasing the Level, some decreasing it, some by 1, some by 2.
Ther art was the same as the current Manifestation card art, but with each card in different colours (blue, green, yellow, etc.). 1 of the Spells returned a Ninjato Fusion Monster to the Extra Deck to then Summon 2 others at once. A bit strong, ngl.
I pretty quickly realised how impractical and inconsistent it was to have 7 different Manifestation Spells (all of which require a Fusion to already be on the field...), and I retired the suite in favour of 2 much simpler Spells – Manifestation Magic to fuse, and Manifestation Magic to change.
Tidbits
For some other weird trivia and highlights from Ninjato’s history:
- Ninjato once had an effect to Special Summon itself from the Hand if you control another Ninjato. This was likely to Summon Ninjax.
- Silent Assassin once had the effect: “When your opponent activates a Monster effect (Quick Effect): You can Tribute this card from your hand or field; destroy that monster.” (instead of the current Monster effect lock on attack). Not bad, but the “from your hand” part kinda made it a slightly too strong handtrap.
- Night Walker used to be a Continuous Spell instead of Trap, to contrast with Shadow Walker. I decided it was more fun to have Traps with Spell Speed 2 effects that provide interaction than just passive Continuous Spells that sit there.
Modern
Luckily, I think I’ve finally settled on a version of the Deck that I’m happy with. It’s fast, consistent, dynamic and resourceful. It has a quite flexible and nonlinear playstyle, but also clear game plans for how to take down boards, and a strong setup combo going first.
Revising Ninjato was actually a really good learning experience. It taught me a lot about what makes good, fun, healthy and balanced decks.
Balancing
Nerf: Silent Assassin
Silent Assassin used to cut damage to 0 when Special Summoning itself, and was even a soft once-per-turn, so this made it really annoying for the opponent to try and OTK. Now, it’s rightfully a hard once-per-turn, and cuts the damage by 2100 (its ATK) rather than straight down to 0.
Nerf: Arcane Arts
Arcane Arts used to be a soft once-per-turn. This created a pretty double strong negate through its combo with Mystical Arts that felt a bit unfair, so I made it a hard once-per-turn instead.
Arcane Arts also used to have Spell (and Monster) effect immunity inherited from the Battlemages, but I removed this to cut down on effect text.
Buff: Master Arts
Master Arts was upgraded to be able to Set from both the Deck and Grave, not just the Deck. This made it a much greater threat in grind games, and also helped overcome the limitations of the self-recovering Manifestation Spells.
Nerf: Ninjax
The first version of Ninjax made it unaffected by the opponent’s Monster effects. This wasn’t very fun, so I removed it.
Nerf: Manifestation Spells
Manifestation Fusion and Manifestation Magic used to have hard once-per-turn clauses on each effect individually (i.e. “You can only use each effect of {...} once per turn.”), rather than the current mutually exclusive restriction (i.e. “You can only activate 1 effect of {...} each turn, and only once that turn.”).
I found this made them too consistent and recyclable, and while they don’t do much by themselves, the constant cycling of hand advantage still felt too strong. With the current restriction, the Summons are cut down a lot, and they’re not instantly usable on recovery, so there’s a lot more thought needed for resource management.
Nerf: Manifestation Manoeuvres
Manifestation Manoeuvres’s secondary effect used to send the Manifestation Spell to the Grave, thereby acting as a search by burying it from the Deck in the early game. (The Spell can then recover itself through its secondary effect.) The strength of this effect passed by me for a while, until I realised how well it synergised with Sacred Arts and it became part of the full opening combo.
I had known it was probably too strong for a while, but I deemed it too fundamental to the Deck’s combos and versatility. I also couldn’t see how I could meaningfully nerf it without totally killing the card. Eventually, someone actually pointed out in a Duel (not too politely) that the card was kinda broken.
I really thought over how I could balance it, and I realised banising the Manifestation Spell for cost provides a lot more challenge in resource management, since recovering the banished Spell is nontrivial and non-infinite. While the Trap is certainly still strong, it no longer acts as a search and consumes finite resources, making it more of a risk to use.
Buff: Ninja Manifestation
Ninja Manifestation previously only added to hand, acting as either a search or recover. I upgraded it to be able to Summon as well, so that it has more utility and flexibility, particularly in engames.
Trivia
- Ninjato was initially inspired by the Ninja class in The King’s Avatar (全职高手), specifically Mo Fan ().
- Most of the related Monsters (the Materials for the Fusion evolutions) represent other RPG classes.
- Silent Assassin
- Faithful Cleric
- Berserker Blader
- Spellblade
- Ghostblade
- Arcane Battlemage
- A lot of the card art (for the Main Deck Monsters) is taken from the 全职高手 manga (manhua).
- Most of the related Monsters (the Materials for the Fusion evolutions) represent other RPG classes.
- Faithful Cleric was renamed to Faithful Clerique when I was into Antarctican English. (It’s now been reverted.)
- Wizardo is a reference to the same card in Victory!.
- Funnily enough, I think I made this effect without thinking too much about it – I just wanted a way to activate Manifestation Spells on the fly if they had recovered themselves, but couldn’t be activated from hand. Then during playtesting I slowly realised how useful Manoeuvres was, and kicked myself for not using it sooner...↩
- DARK is famously the most common Attribute in Yu-Gi-Oh.↩
- Excluding the edge case of effects that interact with banished cards.↩
- Hah! Albaz can’t do that.↩
- Before you ask, no, this is not an Arcane reference, and yes, I realise the irony in that I took the art from League. This was before I watched Arcane lol. And Arcane’s just a sick word. Pretty natural for me to use it.↩
- I uh, have played a lot of duels with Ninjato, and I have yet to use Shadow Arts. Wizardo just never comes (nor does Berserker), and the deck has no other Level 4s.↩
- vrej this sounds so stupid. What else do you want me to say??↩
- ofc nothing is actually permanent permanent, but this is to contrast with the many effects in Ninja and Quick that only make the card leave the field temporarily.↩
- Also known as Ninjato of the Rogue Darts.↩




