4.7k views6 days ago
Commander
Size: 100Salt sum: 43.82
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Funkybunch

4.7k views6 days ago
Commander
Size: 100Salt sum: 43.82

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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"}]}

Commander

Qty: 1 Price: $2.99
Roon of the Hidden Realm
Vigilance, trample
,
: Exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Legendary Creature - Soldier Rhino
Roon of the Hidden Realm (sld) 2173

Commander

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Alt Commanders

Qty: 2 Price: $7.68
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.
Legendary Creature - Human Avatar Ally
Aang, at the Crossroads // Aang, Destined Savior (ptla) 203sAang, at the Crossroads // Aang, Destined Savior (ptla) 203s
Lagrella, the Magpie
When Lagrella enters, exile any number of other target creatures controlled by different players until Lagrella leaves the battlefield. When an exiled card enters under your control this way, put two +1/+1 counters on it.
Legendary Creature - Human Soldier
Lagrella, the Magpie (snc) 379

Alt Commanders

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Draw

Qty: 11 Price: $406.89
Aether Channeler
When this creature enters, choose one —
• Create a 1/1 white Bird creature token with flying.
• Return another target nonland permanent to its owner's hand.
• Draw a card.
Creature - Human Wizard
Aether Channeler (dmu) 392
Coiling Oracle
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
Creature - Elf Druid Snake
Coiling Oracle (2x2) 375
Dour Port-Mage
Whenever one or more other creatures you control leave the battlefield without dying, draw a card.
,
: Return another target creature you control to its owner's hand.
Creature - Wizard Frog
Dour Port-Mage (blb) 303
Elvish Visionary
When this creature enters, draw a card.
Creature - Elf Shaman
Elvish Visionary (f10) 6
Guardian Project
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
Enchantment
Guardian Project (sld) 2172
Loran of the Third Path
Vigilance
When Loran enters, destroy up to one target artifact or enchantment.
: You and target opponent each draw a card.
Legendary Creature - Human Artificer
Loran of the Third Path (pbro) 12p
Mulldrifter
Flying
When this creature enters, draw two cards.
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental
Mulldrifter (sld) 374
Quantum Riddler
Flying
When this creature enters, draw a card.
As long as you have one or fewer cards in hand, if you would draw one or more cards, you draw that many cards plus one instead.
Warp
Creature - Sphinx
Quantum Riddler (eoe) 72
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (fca) 31
Risen Reef
Whenever this creature or another Elemental you control enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand.
Creature - Elemental
Risen Reef (spg) 143
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.
Legendary Artifact
The One Ring (ltr) 246

Draw

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ETB Doublers

Qty: 3 Price: $56.27
Preston, the Vanisher
Whenever another nontoken creature you control enters, if it wasn't cast, create a token that's a copy of that creature, except it's a 0/1 white Illusion.
, Sacrifice five Illusions: Exile target nonland permanent.
Legendary Creature - Wizard Rabbit
Preston, the Vanisher (j22) 8
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.)
Creature - Human Bard
Starfield Vocalist (eoe) 78
Virtue of Knowledge
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Enchantment
Virtue of Knowledge // Vantress Visions (woe) 279

ETB Doublers

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Flexible

Qty: 2 Price: $297.98
Gilded Drake
Flying
When this creature enters, exchange control of this creature and up to one target creature an opponent controls. If you don't or can't make an exchange, sacrifice this creature. This ability still resolves if its target becomes illegal.
Creature - Drake
Gilded Drake (usg) 76
Glasspool Mimic
You may have this creature enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
Creature - Rogue Shapeshifter
Glasspool Mimic // Glasspool Shore (znr) 328Glasspool Mimic // Glasspool Shore (znr) 328

Flexible

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Graveyard Shenanigans

Qty: 3 Price: $9.57
Archaeomancer
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Human Wizard
Archaeomancer (j25) 285
Eternal Witness
When this creature enters, you may return target card from your graveyard to your hand.
Creature - Human Shaman
Eternal Witness (2x2) 368
Reveillark
Flying
When this creature leaves the battlefield, return up to two target creature cards with power 2 or less from your graveyard to the battlefield.
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental
Reveillark (2x2) 422

Graveyard Shenanigans

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Land

Qty: 35 (38 w/ MDFC)Price: $708.15
Alchemist's Refuge
: Add
.
,
: You may cast spells this turn as though they had flash.
Land
Alchemist's Refuge (sld) 358
Arcane Lighthouse
: Add
.
,
: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Land
Arcane Lighthouse (mb2) 102
Azorius Chancery
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Azorius Chancery (2x2) 400
Bountiful Promenade
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Bountiful Promenade (clb) 348
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (eoe) 278
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (tmc) 62
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (sld) 7012
Flooded Grove
: Add
.
,
: Add
,
, or
.
Land
Flooded Grove (tdc) 364
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (zne) 1
Forest
(
: Add
.)
Basic Land - Forest
Forest (ltr) 722
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (ecl) 265
Hedge Maze
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Forest
Hedge Maze (mkm) 326
Island
(
: Add
.)
Basic Land - Island
Island (ltr) 715
Lush Portico
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Forest
Lush Portico (mkm) 327
Meticulous Archive
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Island
Meticulous Archive (mkm) 328
Mistrise Village
This land enters tapped unless you control a Mountain or a Forest.
: Add
.
,
: The next spell you cast this turn can't be countered.
Land
Mistrise Village (tdm) 261
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (zne) 10
Mystic Gate
: Add
.
,
: Add
,
, or
.
Land
Mystic Gate (cmm) 1013
Plains
(
: Add
.)
Basic Land - Plains
Plains (ltr) 714
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (sld) 2699
Rejuvenating Springs
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Rejuvenating Springs (cmm) 424
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (tdc) 386
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (clb) 360
Selesnya Sanctuary
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Selesnya Sanctuary (2x2) 411
Simic Growth Chamber
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Simic Growth Chamber (2x2) 412
Spara's Headquarters
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Forest
Spara's Headquarters (snc) 257
Starting Town
This land enters tapped unless it's your first, second, or third turn of the game.
: Add
.
, Pay 1 life: Add one mana of any color.
Land - Town
Starting Town (fin) 289
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (clu) 282
Urban Retreat
This land enters tapped.
: Add
,
, or
.
, Return a tapped creature you control to its owner's hand: Put this card from your hand onto the battlefield. Activate only as a sorcery.
Land
Urban Retreat (spm) 187
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (zne) 5
Wooded Bastion
: Add
.
,
: Add
,
, or
.
Land
Wooded Bastion (plst) 2XM-332
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (ltc) 377

Land

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Protection

Qty: 5 Price: $55.95
Blessed Sanctuary
Prevent all noncombat damage that would be dealt to you and creatures you control.
Whenever a nontoken creature you control enters, create a 2/2 white Unicorn creature token.
Enchantment
Blessed Sanctuary (j22) 157
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.
Instant
Dawn's Truce (blb) 9
Eerie Interlude
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Instant
Eerie Interlude (soi) 16
Portal Manipulator
Flash
When this creature enters during the declare attackers step, choose target player and any number of target attacking creatures their opponents control. Those creatures are now attacking that player.
Creature - Human Wizard
Portal Manipulator (clu) 40
Stonehorn Dignitary
When this creature enters, target opponent skips their next combat phase.
Creature - Soldier Rhino
Stonehorn Dignitary (tsr) 304

Protection

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Ramp

Qty: 8 Price: $126.72
Clifftop Lookout
Reach
When this creature enters, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
Creature - Scout Frog
Clifftop Lookout (blb) 168
Cloud of Faeries
Flying
When this creature enters, untap up to two lands.
Cycling
(
, Discard this card: Draw a card.)
Creature - Faerie
Cloud of Faeries (woc) 86
Delighted Halfling
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.
Creature - Citizen Halfling
Delighted Halfling (ltr) 402
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.
Legendary Creature - Human Advisor
Ignis Scientia (fin) 492
Noble Hierarch
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Add
,
, or
.
Creature - Human Druid
Noble Hierarch (ppro) 2018
Peregrine Drake
Flying
When this creature enters, untap up to five lands.
Creature - Drake
Peregrine Drake (sld) 1488★
White Plume Adventurer
When this creature enters, you take the initiative.
At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
Creature - Cleric Orc
White Plume Adventurer (clb) 558
Wood Elves
When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.
Creature - Elf Scout
Wood Elves (sld) 1101

Ramp

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Removal

Qty: 16 Price: $253.84
Agent of Treachery
When this creature enters, gain control of target permanent.
At the beginning of your end step, if you control three or more permanents you don't own, draw three cards.
Creature - Human Rogue
Agent of Treachery (sld) 2005
Aura Shards
Whenever a creature you control enters, you may destroy target artifact or enchantment.
Enchantment
Aura Shards (sld) 2694
Counterspell
Counter target spell.
Instant
Counterspell (fca) 4
Dovin's Veto
This spell can't be countered.
Counter target noncreature spell.
Instant
Dovin's Veto (fca) 51
Glen Elendra Archmage
Flying
, Sacrifice this creature: Counter target noncreature spell.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature - Wizard Faerie
Glen Elendra Archmage (sld) 2171
Mystic Snake
Flash
When this creature enters, counter target spell.
Creature - Snake
Mystic Snake (spg) 35
Ondu Inversion
Destroy all nonland permanents.
Sorcery
Ondu Inversion // Ondu Skyruins (znr) 321Ondu Inversion // Ondu Skyruins (znr) 321
Perplexing Chimera
Whenever an opponent casts a spell, you may exchange control of this creature and that spell. If you do, you may choose new targets for the spell. (If the spell becomes a permanent, you control that permanent.)
Creature Enchantment - Chimera
Perplexing Chimera (bng) 48
Reflector Mage
When this creature enters, return target creature an opponent controls to its owner's hand. That creature's owner can't cast spells with the same name as that creature until your next turn.
Creature - Human Wizard
Reflector Mage (sld) 1108
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.
Creature - Spirit Kor
Skyclave Apparition (gdy) 2
Solitude
Flash
Lifelink
When this creature enters, exile up to one other target creature. That creature's controller gains life equal to its power.
Evoke—Exile a white card from your hand.
Creature - Elemental Incarnation
Solitude (spg) 44
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.
Sorcery
Starfall Invocation (blb) 298
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (tdc) 134
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.
Legendary Planeswalker
The Eternal Wanderer (one) 422
Venser, Shaper Savant
Flash (You may cast this spell any time you could cast an instant.)
When Venser enters, return target spell or permanent to its owner's hand.
Legendary Creature - Human Wizard
Venser, Shaper Savant (fca) 6
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (sld) 2655Witch Enchanter // Witch-Blessed Meadow (sld) 2655

Removal

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Universal Tutor

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Wargate
Search your library for a permanent card with mana value X or less, put it onto the battlefield, then shuffle.
Sorcery
Wargate (plst) ARB-129

Universal Tutor

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Land Wish List

Qty: 6 Price: $407.94
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.
Legendary Land
Boseiju, Who Endures (neo) 412
Minamo, School at Water's Edge
: Add
.
,
: Untap target legendary permanent.
Legendary Land
Minamo, School at Water's Edge (ltc) 369
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 414
Snow-Covered Forest
(
: Add
.)
Basic Snow Land - Forest
Snow-Covered Forest (sld) 329
Snow-Covered Island
(
: Add
.)
Basic Snow Land - Island
Snow-Covered Island (sld) 326
Snow-Covered Plains
(
: Add
.)
Basic Snow Land - Plains
Snow-Covered Plains (sld) 325

Land Wish List

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Substitutions

Qty: 74 Price: $528.44
Abuelo, Ancestral Echo
Flying, ward

: Exile another target creature or artifact you control. Return it to the battlefield under its owner's control at the beginning of the next end step.
Legendary Creature - Spirit
Abuelo, Ancestral Echo (lci) 297
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.
Creature - Soldier Bird
Aerial Extortionist (mkc) 54
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fdn) 160
Angel of the Ruins
Flying
When this creature enters, exile up to two target artifacts and/or enchantments.
Plainscycling
(
, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Creature Artifact - Angel
Angel of the Ruins (blc) 134
Another Round
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
Sorcery
Another Round (otj) 1
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (drc) 70
Astral Dragon
Flying
Project Image — When this creature enters, create two tokens that are copies of target noncreature permanent, except they're 3/3 Dragon creatures in addition to their other types, and they have flying.
Creature - Dragon
Astral Dragon (clb) 664
Bane of Progress
When this creature enters, destroy all artifacts and enchantments. Put a +1/+1 counter on this creature for each permanent destroyed this way.
Creature - Elemental
Bane of Progress (plst) C15-175
Brago, King Eternal
Flying
Whenever Brago deals combat damage to a player, exile any number of target nonland permanents you control, then return those cards to the battlefield under their owner's control.
Legendary Creature - Spirit Noble
Brago, King Eternal (cmr) 516
Brokers Hideout
When this land enters, sacrifice it. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Brokers Hideout (snc) 248
Cathars' Crusade
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
Enchantment
Cathars' Crusade (inr) 337
Chromatic Lantern
Lands you control have "
: Add one mana of any color."
: Add one mana of any color.
Artifact
Chromatic Lantern (drc) 53
Cloudblazer
Flying
When this creature enters, you gain 2 life and draw two cards.
Creature - Human Scout
Cloudblazer (blc) 249
Conjurer's Closet
At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control.
Artifact
Conjurer's Closet (drc) 126
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (sld) 1869
Disallow
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
Instant
Disallow (drc) 74
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.)
Instant
Discontinuity (m21) 48
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
Disorder in the Court (mkc) 209
Druid of Purification
When this creature enters, starting with you, each player may choose an artifact or enchantment you don't control. Destroy each permanent chosen this way.
Creature - Human Druid
Druid of Purification (drc) 49
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.
Creature Artifact - Shapeshifter
Duplicant (drc) 54
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (soc) 369
Far Traveler
Commander creatures you own have "At the beginning of your end step, exile up to one target tapped creature you control, then return it to the battlefield under its owner's control."
Legendary Enchantment - Background
Far Traveler (clb) 17
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (fca) 45
Fiend Hunter
When this creature enters, you may exile another target creature.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Creature - Human Cleric
Fiend Hunter (isd) 15
Flare of Fortitude
You may sacrifice a nontoken white creature rather than pay this spell's mana cost.
Until end of turn, your life total can't change, and permanents you control gain hexproof and indestructible.
Instant
Flare of Fortitude (mh3) 391
Foundation Breaker
When this creature enters, you may destroy target artifact or enchantment.
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental
Foundation Breaker (mh2) 160
Galadriel, Light of Valinor
Alliance — Whenever another creature you control enters, choose one that hasn't been chosen this turn —
• Add
.
• Put a +1/+1 counter on each creature you control.
• Scry 2, then draw a card.
Legendary Creature - Elf Noble
Galadriel, Light of Valinor (ltc) 498
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.
Enchantment
Garruk's Uprising (fdn) 220
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (m12) 227
Gruff Triplets
Trample
When this creature enters, if it isn't a token, create two tokens that are copies of it.
When this creature dies, put a number of +1/+1 counters equal to its power on each creature you control named Gruff Triplets.
Creature - Warrior Satyr
Gruff Triplets (woe) 172
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.
Creature - Human Warrior
Hero of Bretagard (khc) 4
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (sld) 1872
Hide on the Ceiling
Exile X target artifacts and/or creatures. Return the exiled cards to the battlefield under their owners' control at the beginning of the next end step.
Instant
Hide on the Ceiling (spm) 32
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (tdc) 371
Illusionist's Stratagem
Exile up to two target creatures you control, then return those cards to the battlefield under their owner's control.
Draw a card.
Instant
Illusionist's Stratagem (aer) 36
Irrigated Farmland
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island
Irrigated Farmland (who) 504
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.
Creature - Angel Spirit
Karmic Guide (voc) 90
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.
Instant
Lae'zel's Acrobatics (clb) 30
Land Tax
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment
Land Tax (cmm) 37
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.
Legendary Creature - Elf Scout Snake
Lonis, Cryptozoologist (mkc) 215
Momentary Blink
Exile target creature you control, then return it to the battlefield under its owner's control.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Momentary Blink (2x2) 20
Monk Gyatso
Whenever another creature you control becomes the target of a spell or ability, you may airbend that creature. (Exile it. While it's exiled, its owner may cast it for
rather than its mana cost.)
Legendary Creature - Human Monk
Monk Gyatso (tle) 81
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.)
Sorcery
Nature's Rhythm (tdm) 150
Panharmonicon
If an artifact or creature entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Artifact
Panharmonicon (drc) 135
Pond Prophet
When this creature enters, draw a card.
Creature - Advisor Frog
Pond Prophet (blb) 229
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.
Creature - Human Soldier Ranger
Ranger-Captain of Eos (fca) 2
Reality Shift
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant
Reality Shift (drc) 39
Recruiter of the Guard
When this creature enters, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Soldier
Recruiter of the Guard (mh3) 395
Render Silent
Counter target spell. Its controller can't cast spells this turn.
Instant
Render Silent (dgm) 96
Riftsweeper
When this creature enters, choose target face-up exiled card. Its owner shuffles it into their library.
Creature - Elf Shaman
Riftsweeper (plst) MMA-159
Sakura-Tribe Elder
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature - Shaman Snake
Sakura-Tribe Elder (pl25) 4
Scattered Groves
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Forest
Scattered Groves (otc) 315
Seedborn Muse
Untap all permanents you control during each other player's untap step.
Creature - Spirit
Seedborn Muse (tdc) 268
Skycloud Expanse
,
: Add
.
Land
Skycloud Expanse (who) 306
Sol Ring
: Add
.
Artifact
Sol Ring (ltc) 284
Solemn Simulacrum
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Creature Artifact - Golem
Solemn Simulacrum (tdc) 325
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
Creature Enchantment - Saga Samurai
Summon: Yojimbo (fic) 196
Sun Titan
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Creature - Giant
Sun Titan (slc) 2010
Sundial of the Infinite
,
: End the turn. Activate only during your turn. (Exile all spells and abilities from the stack. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Artifact
Sundial of the Infinite (m12) 218
Supreme Verdict
This spell can't be countered.
Destroy all creatures.
Sorcery
Supreme Verdict (2x2) 388
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.
Legendary Creature - Elf Scout
Sutina, Speaker of the Tajuru (j25) 56
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.)
Artifact - Equipment
Swiftfoot Boots (tdc) 328
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
Artifact - Equipment
Sword of Hearth and Home (mh2) 433
Teleportation Circle
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
Enchantment
Teleportation Circle (afr) 39
Terastodon
When this creature enters, you may destroy up to three target noncreature permanents. For each permanent put into a graveyard this way, its controller creates a 3/3 green Elephant creature token.
Creature - Elephant
Terastodon (c21) 207
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.
Legendary Creature Enchantment - God
Thassa, Deep-Dwelling (thb) 71
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (who) 846
Time Wipe
Return a creature you control to its owner's hand, then destroy all creatures.
Sorcery
Time Wipe (who) 1069
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.)
Creature - Human Shaman
Timeless Witness (tdc) 274
Ultima
Destroy all artifacts and creatures. 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.)
Sorcery
Ultima (fin) 328
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."
Legendary Planeswalker - Venser
Venser, the Sojourner (som) 135
Voice of Victory
Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Your opponents can't cast spells during your turn.
Creature - Human Bard
Voice of Victory (tdm) 33
Wastes
: Add
.
Basic Land
Wastes (fin) 309
Yavimaya Dryad
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
When this creature enters, you may search your library for a Forest card, put it onto the battlefield tapped under target player's control, then shuffle.
Creature - Dryad
Yavimaya Dryad (tsr) 247

Substitutions

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Deck Info

Deck stats

44 pips - 33 cards
25 mana - 21 cards
44 pips - 33 cards
25 mana - 21 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
17 pips - 16 cards
23 mana - 19 cards
0 pips - 0 cards
8 mana - 8 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"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"}]}
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