NinjutsuNinjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.”
The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.
The creature put onto the battlefield with the ninjutsu ability enters attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand.
Commander ninjutsu is a variant of the ninjutsu ability that also functions while the card with commander ninjutsu is in the command zone. “Commander ninjutsu [cost]” means “[Cost], Reveal this card from your hand or from the command zone, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield tapped and attacking.” (CR 702.49) (
, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
When this creature enters, target creature you control gains
deathtouchDeathtouch is a static ability.
A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.
Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if excess damage is being dealt.
The deathtouch rules function no matter what zone an object with deathtouch deals damage from.
If an object is no longer in the zone it’s expected to be in as an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.
Multiple instances of deathtouch on the same object are redundant. (CR 702.2) and
lifelinkLifelink is a static ability.
Damage dealt by a source with lifelink causes that source’s controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 120.3.
If an object is no longer in the zone it’s expected to be in as an effect causes it to deal damage, its last known information is used to determine whether it had lifelink.
The lifelink rules function no matter what zone an object with lifelink deals damage from.
If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rules 119.9–10).
Multiple instances of lifelink on the same object are redundant. (CR 702.15) until end of turn.