I suspect it already does this - generally reinforcing a creature and casting a (new) creature seem to have almost nothing to do with each other, code-wise.
The other problem with ninjitsu, besides being incredibly slow (incredibly slow!) is that it's another reinforcements-unfriendly mechanic, just like Unearth from the black PMA set is. To make ninjitsu even worse, it only triggers off of attacks by small creatures, which are the ones you're most likely to want to have a big stack of reinforcements on, but if you replace a stack of creatures with a ninjitsu creature, poof, stack's gone for no benefit. An easy way to fix this and improve the ninjitsu mechanic in general would be to make the ninja come into play with the same number of reinforcements as the creature you're bouncing had.
Channel is definitely a bit clunky, but rather than being barraged with constant popups, I would suggest they could just make it so that if the card is disabled in your hand, it can't gain mana past its Channel value. None of the Channel cards have flash, so you wouldn't normally disable them if you actually want to cast them.
Stormcrow said: An easy way to fix this and improve the ninjitsu mechanic in general would be to make the ninja come into play with the same number of reinforcements as the creature you're bouncing had.Channel is definitely a bit clunky, but rather than being barraged with constant popups, I would suggest they could just make it so that if the card is disabled in your hand, it can't gain mana past its Channel value. None of the Channel cards have flash, so you wouldn't normally disable them if you actually want to cast them.
An easy way to fix this and improve the ninjitsu mechanic in general would be to make the ninja come into play with the same number of reinforcements as the creature you're bouncing had.