Kappa Tech-Wrecker
Answering an artifact or enchantment with a green card usually means fight or destruction, both of which leave the wreckage behind for regeneration and death triggers to salvage. This Turtle Ninja does its work through the red zone instead. It enters with a single deathtouch counter, and connecting for combat damage lets you spend that counter to exile target artifact or enchantment the defending player controls: no graveyard, no regeneration window, no dies-trigger. The target restriction is worth reading closely, since it can reach artifact and enchantment creatures but leaves planeswalkers, battles, and lands untouched. Once the charge is gone, what remains still swings but carries no answer. Reloading the counter means getting the creature back to hand and putting it on the battlefield again, which is where Ninjutsu earns its keep: return an unblocked attacker mid-combat, drop this into the empty space, and the hit arrives already primed to fire. Note that the counter comes with every entrance, not just the ninjutsu one, so casting, blinking, or reanimating it all leave it armed, and bounce or other Ninja effects give the answer a way to recur. The tax is that the exile only triggers on connection, so anything that stops the swing (a block that eats the attacker, an interaction spell during the declare-attackers window) strands the payoff before it lands. Confining targets to the defending player's permanents keeps each hit an act of combat rather than a repeatable machine gun: a real green removal option, evasion-gated and earned one swing at a time.


