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Yuffie, Materia Hunter

Yuffie, Materia Hunter

Legendary Creature — Human Ninja

Yuffie wants a deck that piles armor and magic onto one creature and attacks with it. It also suits a deck that arms its creatures with weapons and armor.

  • Mana cost2 genericred
  • Red ()
  • Power / toughness3 / 3
  • RarityRare

Ninjutsu 1 genericred (1 genericred, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)

When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie.

Build a deck with Yuffie Find it in the app

Themes

Cards That Fit Yuffie, Materia Hunter

Picked for what they do in Yuffie's deck. When two cards do the same job, the one with the lower comes first. All of them fit Yuffie's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Yuffie, Materia Hunter

explain how Yuffie works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 6 Jun 2025

Although Yuffie enters attacking when its ninjutsu ability resolves, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).

Wizards of the Coast 6 Jun 2025

As you activate Yuffie's ninjutsu ability, you reveal Yuffie from your hand and return the attacking creature. Yuffie isn't put onto the battlefield until the ability resolves. If Yuffie leaves your hand before then, it won't enter at all.

Wizards of the Coast 6 Jun 2025

If at least one creature in combat has first strike or double strike, you can activate Yuffie's ninjutsu ability during the first-strike combat damage step. In that case, Yuffie will deal combat damage during the regular combat damage step, even if it has first strike.

Wizards of the Coast 6 Jun 2025

If the target of Yuffie's last ability is illegal as the ability tries to resolve, it won't resolve and none of its effects will happen. You won't attach any Equipment to Yuffie.

Wizards of the Coast 6 Jun 2025

If you lose control of Yuffie or it leaves the battlefield before its last ability resolves, you won't gain control of the target noncreature artifact.

Wizards of the Coast 6 Jun 2025

The ninjutsu ability can be activated during the declare blockers step, combat damage step, or end of combat step. If you wait until after the declare blockers step, because all combat damage is dealt at once, Yuffie won't normally deal combat damage.

Wizards of the Coast 6 Jun 2025

The ninjutsu ability can be activated only after blockers have been declared. Before then, attacking creatures are neither blocked nor unblocked.

Wizards of the Coast 6 Jun 2025

You can't use Yuffie's last ability to try to attach an Equipment to Yuffie if that Equipment can't legally be attached to Yuffie.

Wizards of the Coast 6 Jun 2025

Yuffie enters attacking the same player, planeswalker, or battle the returned creature was attacking. This is a rule specific to ninjutsu; in other cases, when a creature is put onto the battlefield attacking, that creature's controller chooses which player, planeswalker, or battle it's attacking.

9 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Yuffie, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryRPlayers write colors as letters: R for red.VoltronVoltron decks load one creature, usually the commander, with Equipment and Auras until it can win by attacking on its own. In Commander, a player dealt 21 or more combat damage by the same commander over the game loses, so one huge commander can knock a player out.Open the Voltron pageVoltron CommanderA legendary creature that can carry the whole game plan by itself. It protects itself, grows with what is attached to it, or rewards attacking alone. The deck piles Auras and Equipment onto it and wins with commander damage, since 21 or more combat damage from one commander knocks a player out. Named for the toy robot built from smaller pieces. Zurgo Helmsmasher, Uril, the Miststalker, Sigarda, Host of HeronsOpen the Voltron Commander pageVoltron SupportHelps you stack Auras and Equipment onto a single creature: cheaper attaching, protection, or extra ways to suit it up. Hammer of Nazahn, Sigarda's AidOpen the Voltron Support pageEquipmentAn artifact that attaches to one of your creatures and makes it stronger. You attach it by paying its equip cost, which you can only do during your own turn when nothing else is happening, so a new Equipment does nothing until you pay. It stays behind when the creature dies, and you pay the equip cost again each time you move it. SkullclampOpen the Equipment pageEquipmentEquipment decks attach artifacts called Equipment to their creatures to make them bigger and harder to stop. You pay a cost to equip each one, and it stays on the battlefield when the creature dies, ready to move to the next.Open the Equipment pageTheftTheft decks take control of opponents' creatures and other cards, or cast spells from their decks, and use them against them. Some steals last one turn so you can attack with the borrowed creature; others are permanent.Open the Theft pageTheftTakes something that belongs to an opponent: a creature, another permanent, or even a spell cast straight off the top of their deck. Act of Treason, Hellkite TyrantOpen the Theft pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value page