Funkybunch
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Commander
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{"ops":[{"insert":"Introduction"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Welcome to Bant blink, if you like the idea of having a deck that doesn't rely on its commander, has answers for almost anything and takes up all the time at the table then this is the place for you. There are plenty of options for blink decks which you can use to keep your deck fresh and unique, and there is no shortage of ETB effects being printed so every new set will bring new and exciting toys that you can wrack your brain about what to cut to make space for. \nThis particular list is my pet deck that I have been gradually optimizing and blinging out within certain parameters. There are a few expensive cards (One Ring, Rhystic Study etc) that are by no means essential but I pulled them myself so had to include them. There are also cards like Perplexing Chimera or Portal Manipulator that most of the time sit there doing nothing, but the potential for shenanigans is too alluring for me to cut them. \nThe list is marked as Bracket 4 due to MLD and some reasonably early 2 card combos, however due to not having any tutors the deck is more likely a high 3. When goldfishing, the deck generally reaches an insurmountable board state by turns 7-8 on average. \n\nWhy Roon? "},{"attributes":{"header":2},"insert":"\n"},{"insert":"Simply put, Roon is a Interdimensional, time travelling Rhino Wizard. While he has been power crept there is still some fun interactions he can enable that makes it worth putting down a 4/4 for 5, however, for the most part you won't usually need to cast Roon, he just sits there looking majestic from the command zone. \nThe main reason to play Roon is that he gives you a way to flicker a creature on demand as opposed to the other Bant options which require other pieces to actually do the blinking/flickering. Roon also allows you to flicker opponents creatures at instant speed. Jumbo Cactuar coming at you for lethal? Nope. Game ending creature trigger about to happen when the next phase starts? Maybe next turn if they are lucky. Perplexing Chimera (or Gilded Drake if you're rich or proxying) making its way around the table? I'll take it back, thanks. \nThe return effect can also be stifled or exiled from the stack, if you are that kind of person you can add a few 'end the turn' effects like Sundial of the infinite to the deck and use them in response to the return trigger to permanently remove the creature from the game. It will probably only work once per pod but that does include commanders, which will functionally turn Roon's ability into 'Two mana, return target commander to the command zone'. \nIf you wanted the deck to be more focused on using Roon's effect you could look to add more cards that let you untap him (Kiora's Follower) or double up his activated ability (Illusionists Bracers) but I don't personally think they are worth their spot in the deck.\n\nAlternative commanders"},{"attributes":{"header":2},"insert":"\n"},{"insert":"If you want to get a bit more bang for your buck from your commander there are 3 other Bant options I recommend that you can look at to lead your deck.\nLagrella, the Magpie"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lagrella may be a confusing wall of text but its pretty straight forward, exile up to one creature from each players board, when Lagrella leaves they come back and yours is a bit stronger. Lagrella allows you to lock down the biggest threats at the table while also protecting your creatures. When Lagrella is blinked your creature comes back, its ETB triggers, then it gets put back under Lagrella. If they want to remove the value piece you are using they have to remove Lagrella first or do it at instant speed between blinks. Lagrella also fuels her own infinite with Felidar Guardian, allowing you to get infinite ETB effects by using the Felidar trigger on Lagrella. \nIf you were to swap Lagrella in there aren't really any cards you would need to change, Roons spot could easily be taken by any other ETB or blink/flicker effect or you could just leave him in the 99 for style points. \nAang, at the Crossroads"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Probably the strongest of the alternative commanders, Aang when built different is CEDH viable. CEDH lists run a ton of clone effects to try to chain Aang triggers until they have assembled their combos or have most of their deck on the field. They would also not run any CMC 5+ creatures to avoid whiffing with Aang. \nEven without optimizing for him, Aang can be a ton of fun to switch in. Most of the creatures in the deck are 4 cmc or less so there are no shortage of targets, and if you hit the right cards you can chain a few triggers together which feels awesome. If you were to swap in Aang but didnt wanted to keep it bracket 3/4 I would take out the more expensive creatures and replace them with clones or other blink ETBs like Restoration Angel, the Virtue of Knowledge would also be changed to Katara the Fearless or Roaming Throne if you have the disposable income.\nGaladriel, Light of Valinor"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The most popular Bant blink commander according to EDHrec is Galadriel. The mana and scry/draw options she provides make the game feel buttery smooth once she comes down and if you can flicker her each mode can be activated multiple times per turn. If you were to play Galadriel you would want to add more early ramp options to get her out as soon as possible and probably more green payoffs to make better use of her 3 green mana trigger. \n\nBlink vs Flicker"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A Blink effect is one that brings the creature back immediately (e.g. Ephemerate, Emiel the blessed, Momentary Blink) while a Flicker effect is one that returns the creature at the end of the turn (e.g. Roon of the hidden realm, Parting Gust, Charming Prince)\n\nHow does it win?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Infinite Mana"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The first step of winning the game is getting your infinite mana engine online. This is done in a few ways but the main way is to have a land un-tapper (Peregrine Drake or Cloud of Faeries) out, then blinking it with a repeatable blink effect (Emiel the blessed, Deadeye Navigator, Eldrazi Displacer) to net yourself mana on each blink. \nNote that for Cloud of Faeries to net you mana you will either need to have an ETB doubler or 1-2 bounce lands on the field, otherwise it will end up mana neutral\n\nDraw your deck"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Once you have your mana sorted you can use your repeatable blink effects to dump that mana into card draw ETBs to draw until you find one of your game enders. \n\nActually winning"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There are two main win conditions in the deck - Resource Denial and Token swarm. \nIf you have your infinite mana engine online you can blink Agent of Treachery to steal all of your opponents permanents or use Venser, Shaper Savant to bounce them all back to your opponents hands. Similarly Aether Channeler, Solitude and Preston, the Vanisher can bounce or exile all creatures but will leave other permanents on board. Usually at this point if you can present the loop, explain the combo and show off the counter spells you have in hand to protect it you will convince your opponents to concede and shuffle up again. \nThe other option you can lean into is Token swarm. Aether Channeler, Astral Dragon and Blessed Sanctuary can all create infinite token creatures which assuming you can survive another turn cycle will close out the game. Soulherder can also become infinitely big and one tap your opponents if need be. \nThe final win condition is blinking White plume adventurer to journey into the undercity infinitely. This lets you deal 5 damage per go around to a player which will eventually kill the table. \n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Mulligans"},{"attributes":{"header":1},"insert":"\n"},{"insert":"When it comes to mulligans you want to have at least 1-2 early game plays and the mana required to play those. 3-4 lands is ideal, 2 is passable if you have multiple good 2 drops and will be able to cast them such as Coiling Oracle, Helpful Hunter or Charming Prince. \nIdeally early game you will have a ramp piece, a draw piece and a repeatable blink effect with the lands to cast them. \nSurveils or Fetches into surveils are ideal lands since they will give you slightly more control over what you will be drawing in the early turns. \nA god hand could theoretically go infinite on turn 3-4 however you don't want to keep a greedy combo hand with only 1-2 off colour lands\n\nWhy I chose certain cards"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Flexibility is king"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Given that there are so many options for blink decks a card needs to be particularly strong to make the cut. \nAether channeler being removal, card draw and a token swarm win con is busted. \nCharming prince giving a scry 2 early or a flicker later (or both with an ETB doubler) means it always feels good to draw. \nWhile there are many panharmonicon effects I went with Starfield Vocalist and Virtue of Knowledge because they have their 2 mana alternate options that have their own use cases. \nParting Gust can either be removal or a flicker for your own creature. \nAstral Dragon lets you copy any non-creature permanent, not just your own.\nPerplexing Chimera lets you steal the best things your opponents cast and return it to your side of the board. We can then return it to our side of the board by using Roon, The Eternal Wanderer or Eldrazi Displacers abilities, or in very specific circumstances you can target it when you blink Flickerwisp or Charming Prince. \nMDFCs are always strong but Glasspool Mimic being able to copy any of your own ETBs is chefs kiss (be careful of the legend rule though)\n\nDraw without drawing"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Drawing a ton of cards is nice, but drawing lands when you have already made your land drop feels pretty rough. Coiling Oracle, Risen Reef, Clifftop Lookout and Ignis Scientia give you a way to comb through your entire deck and put any lands directly on to the battlefield. Eventually you will hit your reliquary tower and can safely pass the turn without discarding. \nIn a similar fashion Aang at the crossroads will let you cycle through your entire deck selectively choosing which creatures to put onto the battlefield without worrying about decking out. \n\nPet cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"As mentioned above there are a few cards that simply will not be cut under any circumstance. Are they the best? Hell no. Are they fun? Hell yes. \nPortal Manipulator is a card I will jam in any deck that runs Azorius colours. If an opponent full swings you can force all those creatures to whoever else you choose, bonus points if you send them at a player they were making deals with to take you down. Be careful though because it requires you to target creatures so hexproof/shroud will screw you.\nPerplexing Chimera simply existing on the board will completely warp how the game is played. Outside of a boardwipe, or sac outlet there isn't much stopping it as long as Roon is out too. Take whatever you think is the best option each turn cycle, convince the table to steal each others stuff, then when its almost your turn again flicker it and it will come back under your control. \nBlessed Sanctuary is mainly there to create infinite unicorns which annoyingly don't have an official token, the no non-combat damage effect is icing on the cake if you have a lot of burn in your meta however it won't stop loss of life effects. 5 mana is pretty pricey though. \nStonehorn Dignitary is a solid card in any blink control deck however aside from preventing your opponents winning it doesn't necessarily further your own game plan. That said its a fellow Rhino Solider so hes in there for the long haul\n\nWhere are the tutors?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Being in green means you have no shortage of tutors to choose from to get all of your combo pieces much earlier. I prefer not using tutors as I believe it will make the deck feel stale if I am just using them to maximize the efficiency of getting the same couple of cards every game. If you are more focused on winning quickly or want to play in a higher power pod, go nuts on the tutors. \nOne exception I am looking to slot in is Wargate since it is very on flavor for Roon and is the most flexible single tutor if you can get the pips for it. \n\nLand Base"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Colours"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck is pretty pip intensive so multi-coloured lands are important. On a budget you could look to remove some of the cards with multiple coloured pips or put in more tap lands and just play a turn behind. Something to note is that the Eldrazi Displacer requires a colourless pip to activate its ability, so to make it go infinite with a Peregrine drake combo you must have at least 2 lands that tap for colourless mana unless you have an ETB doubler on board. \nEven though there are less overall green pips in the deck a large amount of the decks ramp relies on green pips so having them early will be important to being able to ramp effectively. \nBounce lands are important for Cloud of Faeries to act as an infinite mana engine, however be aware that if you have Virtue of Knowledge or Starfield Vocalist out you will need to bounce 2 lands to hand\n\nUtility Lands"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Theres a lot of lands you could swap in to the deck to make it stronger. The key utility lands I'm currently running include:\nArcane Lighthouse - Prevents hexproof and shroud which are the biggest issues for the deck \nAlchemist's Refuge - Lets you cast stuff at instant speed, the mana cost is pretty steep normally but when you have infinite mana at instant speed anyway its a no brainer\nReliquary Tower - You will regularly be drawing most of your deck, theres a little recursion but not much so better to just have no max hand size \n"}]}
Alt Commanders
Aang, at the Crossroads
Flying
When Aang enters, look at the top five cards of your library. You may put a creature card with mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
When another creature you control leaves the battlefield, transform Aang at the beginning of the next upkeep.
When Aang enters, look at the top five cards of your library. You may put a creature card with mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
When another creature you control leaves the battlefield, transform Aang at the beginning of the next upkeep.
Legendary Creature - Human Avatar Ally


Alt Commanders
(CTRL to add secondary)
Blink Any
Parting Gust
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Instant

Blink Any
(CTRL to add secondary)
Blink Mine
Deadeye Navigator
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
Creature - Spirit

Emiel the Blessed
: Exile another target creature you control, then return it to the battlefield under its owner's control.
Whenever another creature you control enters, you may pay . If you do, put a +1/+1 counter on it. If it's a Unicorn, put two +1/+1 counters on it instead. ( can be paid with either or .)
Whenever another creature you control enters, you may pay . If you do, put a +1/+1 counter on it. If it's a Unicorn, put two +1/+1 counters on it instead. ( can be paid with either or .)
Legendary Creature - Unicorn

Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Yorion, Sky Nomad
Companion — Your starting deck contains at least twenty cards more than the minimum deck size. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Flying
When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.
Flying
When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.
Legendary Creature - Bird Serpent

Blink Mine
(CTRL to add secondary)
Draw
The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Draw
(CTRL to add secondary)
ETB Doublers
Starfield Vocalist
If a permanent entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Human Bard

ETB Doublers
(CTRL to add secondary)
Flexible
Flexible
(CTRL to add secondary)
Graveyard Shenanigans
Graveyard Shenanigans
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Protection
(CTRL to add secondary)
Ramp
Ignis Scientia
When Ignis Scientia enters, look at the top six cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
I've Come Up with a New Recipe! — , : Exile target card from a graveyard. If a creature card was exiled this way, create a Food token.
I've Come Up with a New Recipe! — , : Exile target card from a graveyard. If a creature card was exiled this way, create a Food token.
Legendary Creature - Human Advisor

Ramp
(CTRL to add secondary)
Removal
Skyclave Apparition
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creature - Spirit Kor

Starfall Invocation
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Sorcery

The Eternal Wanderer
No more than one creature can attack The Eternal Wanderer each combat.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
Legendary Planeswalker

Removal
(CTRL to add secondary)
Land Wish List
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land Wish List
(CTRL to add secondary)
Substitutions
Aerial Extortionist
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Creature - Soldier Bird

Discontinuity
During your turn, this spell costs less to cast.
End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Instant

Disorder in the Court
Exile X target creatures, then investigate X times. Return the exiled cards to the battlefield tapped under their owners' control at the beginning of the next end step. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Instant

Duplicant
Imprint — When this creature enters, you may exile target nontoken creature.
As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.
As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.
Creature Artifact - Shapeshifter

Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Hero of Bretagard
Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, put that many +1/+1 counters on this creature.
As long as this creature has five or more counters on it, it has flying and is an Angel in addition to its other types.
As long as this creature has ten or more counters on it, it has indestructible and is a God in addition to its other types.
As long as this creature has five or more counters on it, it has flying and is an Angel in addition to its other types.
As long as this creature has ten or more counters on it, it has indestructible and is a God in addition to its other types.
Creature - Human Warrior

Karmic Guide
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit

Lae'zel's Acrobatics
Exile all nontoken creatures you control, then roll a d20.
1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step.
10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step.
10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Instant

Lonis, Cryptozoologist
Whenever another nontoken creature you control enters, investigate.
, Sacrifice X Clues: Target opponent reveals the top X cards of their library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield under your control. That player puts the rest on the bottom of their library in a random order.
, Sacrifice X Clues: Target opponent reveals the top X cards of their library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield under your control. That player puts the rest on the bottom of their library in a random order.
Legendary Creature - Elf Scout Snake

Nature's Rhythm
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery

Ranger-Captain of Eos
When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Creature - Human Soldier Ranger

Summon: Yojimbo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
Creature Enchantment - Saga Samurai

Sutina, Speaker of the Tajuru
When Sutina enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Whenever Sutina attacks, you may return a land you control to its owner's hand. When you do, put a +1/+1 counter on target creature.
Whenever Sutina attacks, you may return a land you control to its owner's hand. When you do, put a +1/+1 counter on target creature.
Legendary Creature - Elf Scout

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Sword of Hearth and Home
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Artifact - Equipment

Thassa, Deep-Dwelling
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
Legendary Creature Enchantment - God

Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Venser, the Sojourner
+2: Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step.
−1: Creatures can't be blocked this turn.
−8: You get an emblem with "Whenever you cast a spell, exile target permanent."
−1: Creatures can't be blocked this turn.
−8: You get an emblem with "Whenever you cast a spell, exile target permanent."
Legendary Planeswalker - Venser

Substitutions
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{"ops":[{"insert":"Introduction"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Welcome to Bant blink, if you like the idea of having a deck that doesn't rely on its commander, has answers for almost anything and takes up all the time at the table then this is the place for you. There are plenty of options for blink decks which you can use to keep your deck fresh and unique, and there is no shortage of ETB effects being printed so every new set will bring new and exciting toys that you can wrack your brain about what to cut to make space for. \nThis particular list is my pet deck that I have been gradually optimizing and blinging out within certain parameters. There are a few expensive cards (One Ring, Rhystic Study etc) that are by no means essential but I pulled them myself so had to include them. There are also cards like Perplexing Chimera or Portal Manipulator that most of the time sit there doing nothing, but the potential for shenanigans is too alluring for me to cut them. \nThe list is marked as Bracket 4 due to MLD and some reasonably early 2 card combos, however due to not having any tutors the deck is more likely a high 3. When goldfishing, the deck generally reaches an insurmountable board state by turns 7-8 on average. \n\nWhy Roon? "},{"attributes":{"header":2},"insert":"\n"},{"insert":"Simply put, Roon is a Interdimensional, time travelling Rhino Wizard. While he has been power crept there is still some fun interactions he can enable that makes it worth putting down a 4/4 for 5, however, for the most part you won't usually need to cast Roon, he just sits there looking majestic from the command zone. \nThe main reason to play Roon is that he gives you a way to flicker a creature on demand as opposed to the other Bant options which require other pieces to actually do the blinking/flickering. Roon also allows you to flicker opponents creatures at instant speed. Jumbo Cactuar coming at you for lethal? Nope. Game ending creature trigger about to happen when the next phase starts? Maybe next turn if they are lucky. Perplexing Chimera (or Gilded Drake if you're rich or proxying) making its way around the table? I'll take it back, thanks. \nThe return effect can also be stifled or exiled from the stack, if you are that kind of person you can add a few 'end the turn' effects like Sundial of the infinite to the deck and use them in response to the return trigger to permanently remove the creature from the game. It will probably only work once per pod but that does include commanders, which will functionally turn Roon's ability into 'Two mana, return target commander to the command zone'. \nIf you wanted the deck to be more focused on using Roon's effect you could look to add more cards that let you untap him (Kiora's Follower) or double up his activated ability (Illusionists Bracers) but I don't personally think they are worth their spot in the deck.\n\nAlternative commanders"},{"attributes":{"header":2},"insert":"\n"},{"insert":"If you want to get a bit more bang for your buck from your commander there are 3 other Bant options I recommend that you can look at to lead your deck.\nLagrella, the Magpie"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lagrella may be a confusing wall of text but its pretty straight forward, exile up to one creature from each players board, when Lagrella leaves they come back and yours is a bit stronger. Lagrella allows you to lock down the biggest threats at the table while also protecting your creatures. When Lagrella is blinked your creature comes back, its ETB triggers, then it gets put back under Lagrella. If they want to remove the value piece you are using they have to remove Lagrella first or do it at instant speed between blinks. Lagrella also fuels her own infinite with Felidar Guardian, allowing you to get infinite ETB effects by using the Felidar trigger on Lagrella. \nIf you were to swap Lagrella in there aren't really any cards you would need to change, Roons spot could easily be taken by any other ETB or blink/flicker effect or you could just leave him in the 99 for style points. \nAang, at the Crossroads"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Probably the strongest of the alternative commanders, Aang when built different is CEDH viable. CEDH lists run a ton of clone effects to try to chain Aang triggers until they have assembled their combos or have most of their deck on the field. They would also not run any CMC 5+ creatures to avoid whiffing with Aang. \nEven without optimizing for him, Aang can be a ton of fun to switch in. Most of the creatures in the deck are 4 cmc or less so there are no shortage of targets, and if you hit the right cards you can chain a few triggers together which feels awesome. If you were to swap in Aang but didnt wanted to keep it bracket 3/4 I would take out the more expensive creatures and replace them with clones or other blink ETBs like Restoration Angel, the Virtue of Knowledge would also be changed to Katara the Fearless or Roaming Throne if you have the disposable income.\nGaladriel, Light of Valinor"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The most popular Bant blink commander according to EDHrec is Galadriel. The mana and scry/draw options she provides make the game feel buttery smooth once she comes down and if you can flicker her each mode can be activated multiple times per turn. If you were to play Galadriel you would want to add more early ramp options to get her out as soon as possible and probably more green payoffs to make better use of her 3 green mana trigger. \n\nBlink vs Flicker"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A Blink effect is one that brings the creature back immediately (e.g. Ephemerate, Emiel the blessed, Momentary Blink) while a Flicker effect is one that returns the creature at the end of the turn (e.g. Roon of the hidden realm, Parting Gust, Charming Prince)\n\nHow does it win?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Infinite Mana"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The first step of winning the game is getting your infinite mana engine online. This is done in a few ways but the main way is to have a land un-tapper (Peregrine Drake or Cloud of Faeries) out, then blinking it with a repeatable blink effect (Emiel the blessed, Deadeye Navigator, Eldrazi Displacer) to net yourself mana on each blink. \nNote that for Cloud of Faeries to net you mana you will either need to have an ETB doubler or 1-2 bounce lands on the field, otherwise it will end up mana neutral\n\nDraw your deck"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Once you have your mana sorted you can use your repeatable blink effects to dump that mana into card draw ETBs to draw until you find one of your game enders. \n\nActually winning"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There are two main win conditions in the deck - Resource Denial and Token swarm. \nIf you have your infinite mana engine online you can blink Agent of Treachery to steal all of your opponents permanents or use Venser, Shaper Savant to bounce them all back to your opponents hands. Similarly Aether Channeler, Solitude and Preston, the Vanisher can bounce or exile all creatures but will leave other permanents on board. Usually at this point if you can present the loop, explain the combo and show off the counter spells you have in hand to protect it you will convince your opponents to concede and shuffle up again. \nThe other option you can lean into is Token swarm. Aether Channeler, Astral Dragon and Blessed Sanctuary can all create infinite token creatures which assuming you can survive another turn cycle will close out the game. Soulherder can also become infinitely big and one tap your opponents if need be. \nThe final win condition is blinking White plume adventurer to journey into the undercity infinitely. This lets you deal 5 damage per go around to a player which will eventually kill the table. \n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Mulligans"},{"attributes":{"header":1},"insert":"\n"},{"insert":"When it comes to mulligans you want to have at least 1-2 early game plays and the mana required to play those. 3-4 lands is ideal, 2 is passable if you have multiple good 2 drops and will be able to cast them such as Coiling Oracle, Helpful Hunter or Charming Prince. \nIdeally early game you will have a ramp piece, a draw piece and a repeatable blink effect with the lands to cast them. \nSurveils or Fetches into surveils are ideal lands since they will give you slightly more control over what you will be drawing in the early turns. \nA god hand could theoretically go infinite on turn 3-4 however you don't want to keep a greedy combo hand with only 1-2 off colour lands\n\nWhy I chose certain cards"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Flexibility is king"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Given that there are so many options for blink decks a card needs to be particularly strong to make the cut. \nAether channeler being removal, card draw and a token swarm win con is busted. \nCharming prince giving a scry 2 early or a flicker later (or both with an ETB doubler) means it always feels good to draw. \nWhile there are many panharmonicon effects I went with Starfield Vocalist and Virtue of Knowledge because they have their 2 mana alternate options that have their own use cases. \nParting Gust can either be removal or a flicker for your own creature. \nAstral Dragon lets you copy any non-creature permanent, not just your own.\nPerplexing Chimera lets you steal the best things your opponents cast and return it to your side of the board. We can then return it to our side of the board by using Roon, The Eternal Wanderer or Eldrazi Displacers abilities, or in very specific circumstances you can target it when you blink Flickerwisp or Charming Prince. \nMDFCs are always strong but Glasspool Mimic being able to copy any of your own ETBs is chefs kiss (be careful of the legend rule though)\n\nDraw without drawing"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Drawing a ton of cards is nice, but drawing lands when you have already made your land drop feels pretty rough. Coiling Oracle, Risen Reef, Clifftop Lookout and Ignis Scientia give you a way to comb through your entire deck and put any lands directly on to the battlefield. Eventually you will hit your reliquary tower and can safely pass the turn without discarding. \nIn a similar fashion Aang at the crossroads will let you cycle through your entire deck selectively choosing which creatures to put onto the battlefield without worrying about decking out. \n\nPet cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"As mentioned above there are a few cards that simply will not be cut under any circumstance. Are they the best? Hell no. Are they fun? Hell yes. \nPortal Manipulator is a card I will jam in any deck that runs Azorius colours. If an opponent full swings you can force all those creatures to whoever else you choose, bonus points if you send them at a player they were making deals with to take you down. Be careful though because it requires you to target creatures so hexproof/shroud will screw you.\nPerplexing Chimera simply existing on the board will completely warp how the game is played. Outside of a boardwipe, or sac outlet there isn't much stopping it as long as Roon is out too. Take whatever you think is the best option each turn cycle, convince the table to steal each others stuff, then when its almost your turn again flicker it and it will come back under your control. \nBlessed Sanctuary is mainly there to create infinite unicorns which annoyingly don't have an official token, the no non-combat damage effect is icing on the cake if you have a lot of burn in your meta however it won't stop loss of life effects. 5 mana is pretty pricey though. \nStonehorn Dignitary is a solid card in any blink control deck however aside from preventing your opponents winning it doesn't necessarily further your own game plan. That said its a fellow Rhino Solider so hes in there for the long haul\n\nWhere are the tutors?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Being in green means you have no shortage of tutors to choose from to get all of your combo pieces much earlier. I prefer not using tutors as I believe it will make the deck feel stale if I am just using them to maximize the efficiency of getting the same couple of cards every game. If you are more focused on winning quickly or want to play in a higher power pod, go nuts on the tutors. \nOne exception I am looking to slot in is Wargate since it is very on flavor for Roon and is the most flexible single tutor if you can get the pips for it. \n\nLand Base"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Colours"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck is pretty pip intensive so multi-coloured lands are important. On a budget you could look to remove some of the cards with multiple coloured pips or put in more tap lands and just play a turn behind. Something to note is that the Eldrazi Displacer requires a colourless pip to activate its ability, so to make it go infinite with a Peregrine drake combo you must have at least 2 lands that tap for colourless mana unless you have an ETB doubler on board. \nEven though there are less overall green pips in the deck a large amount of the decks ramp relies on green pips so having them early will be important to being able to ramp effectively. \nBounce lands are important for Cloud of Faeries to act as an infinite mana engine, however be aware that if you have Virtue of Knowledge or Starfield Vocalist out you will need to bounce 2 lands to hand\n\nUtility Lands"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Theres a lot of lands you could swap in to the deck to make it stronger. The key utility lands I'm currently running include:\nArcane Lighthouse - Prevents hexproof and shroud which are the biggest issues for the deck \nAlchemist's Refuge - Lets you cast stuff at instant speed, the mana cost is pretty steep normally but when you have infinite mana at instant speed anyway its a no brainer\nReliquary Tower - You will regularly be drawing most of your deck, theres a little recursion but not much so better to just have no max hand size \n"}]}



















































































































































