ForgottenDreams
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"Plan:"},{"insert":" The first few turns are setup, just ramping and getting out an EtB creature, artifact, or ideally both. Once that's done, play Don & Leo (or another blinker) to trigger their effects over and over again, building up value and plumbing your deck for your most valuable EtB effects and win cons.\n\n"},{"attributes":{"bold":true},"insert":"Metrics:"},{"insert":"\n34 EtB effects mean you should always have at least a few in your hand, and ideally always have an EtB-artifact an EtB-creature for Don & Leo to blink so you don't feel like you're missing out on value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"12 blink spells mean you should often have one in play besides Don & Leo, just to get an extra EtB trigger. They don't really do as much compared to Don & Leo and might not even be worth it until you have a Panharmonicon out, but Don & Leo start expensive and are likely to get moreso; these offer redunduncy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"4 Panharmonicon effects to double all your EtB triggers; pretty self-explanatory. Because you should already be blinking 2+ things a turn off of Don & Leo, that means 4+ triggers per turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"4 Karn-struct makers means you have a decent chance of drawing one of them in a game. While the tokens may not be as powerful as in a dedicated artifacts deck, the fact that you'll be making so many should be more than enough to make up the difference."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"3 manifest effects help you cheat out powerful or high-costed permanents, blinking the manifest creature to flip it for free."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Cornerstones:"},{"insert":"\n"},{"insert":{"card-link":"Riptide Gearhulk"}},{"insert":" is oppressively powerful in any blink deck for its EtB bounce effect, but especially good with Don & Leo since it is both an artifact and a creature, letting the other card you blink be either."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Simulacrum Synthesizer"}},{"insert":" will make you lots of Karn-structs, which is one of your win cons. Unlike your other construct-makers, though, SS does not make them off of its own EtB but your other high-CMC artifacts', letting you squeeze that extra bit of value from blinking them with Don & Leo."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Starfield Vocalist"}},{"insert":" is an EtB-doubler and therefore automatically fantastic in this deck. What makes it a standout is that you can cast it for only 2 mana, then blink it to keep it instead of exiling it and casting it for 4 later."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Thought Monitor"}},{"insert":" probably won't be as cheap to cast as in dedicated artifact decks, but still probably not more than 3 or 4 mana. It's a cornerstone because it'll draw you lots of cards and is both an artifact and a creature, so the other card Don & Leo blinks can be either."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Y'shtola Rhul"}},{"insert":" will blink one of your creatures during your end step… and also give you an extra end step, doubling up not only her own ability but Don & Leo's. Just getting her out can turn the tides of the game; if you keep her out, victory is assured."},{"attributes":{"list":"bullet"},"insert":"\n"}]}
Commander
Commander
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Blink
Airbender Ascension
When this enchantment enters, airbend up to one target creature.
Whenever a creature you control enters, put a quest counter on this enchantment.
At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner's control.
Whenever a creature you control enters, put a quest counter on this enchantment.
At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner's control.
Enchantment

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

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

Blink
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Card Advantage
Card Advantage
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EtB
Myr Battlesphere
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
Creature Artifact - Construct Myr

Thousand Moons Smithy
When Thousand Moons Smithy enters, create a white Gnome Soldier artifact creature token with "This token's power and toughness are each equal to the number of artifacts and/or creatures you control."
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
Legendary Artifact


Urza, Lord High Artificer
When Urza enters, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
Tap an untapped artifact you control: Add .
: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.
Tap an untapped artifact you control: Add .
: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.
Legendary Creature - Human Artificer

Watcher for Tomorrow
Hideaway 4 (When this creature enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This creature enters tapped.
When this creature leaves the battlefield, put the exiled card into its owner's hand.
This creature enters tapped.
When this creature leaves the battlefield, put the exiled card into its owner's hand.
Creature - Human Wizard

EtB
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Interaction
Shield Broker
When this creature enters, put a shield counter on target noncommander creature you don't control. You gain control of that creature for as long as it has a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Creature - Advisor Octopus

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

Interaction
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Land
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Manifest
Cursed Windbreaker
When this Equipment enters, manifest dread, then attach this Equipment to that creature. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Equipped creature has flying.
Equip
Equipped creature has flying.
Equip
Artifact - Equipment

Manifest
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Mass
Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery

Riptide Gearhulk
Double strike
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, for each opponent, put up to one target nonland permanent that player controls into its owner's library third from the top.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, for each opponent, put up to one target nonland permanent that player controls into its owner's library third from the top.
Creature Artifact - Construct

Mass
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Panharmonicon
Elesh Norn, Mother of Machines
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Legendary Creature - Praetor Phyrexian

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

Panharmonicon
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Protection
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

Protection
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Ramp
The Mind Stone
Indestructible
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
Legendary Artifact - Infinity Stone

Ramp
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Plan:"},{"insert":" The first few turns are setup, just ramping and getting out an EtB creature, artifact, or ideally both. Once that's done, play Don & Leo (or another blinker) to trigger their effects over and over again, building up value and plumbing your deck for your most valuable EtB effects and win cons.\n\n"},{"attributes":{"bold":true},"insert":"Metrics:"},{"insert":"\n34 EtB effects mean you should always have at least a few in your hand, and ideally always have an EtB-artifact an EtB-creature for Don & Leo to blink so you don't feel like you're missing out on value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"12 blink spells mean you should often have one in play besides Don & Leo, just to get an extra EtB trigger. They don't really do as much compared to Don & Leo and might not even be worth it until you have a Panharmonicon out, but Don & Leo start expensive and are likely to get moreso; these offer redunduncy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"4 Panharmonicon effects to double all your EtB triggers; pretty self-explanatory. Because you should already be blinking 2+ things a turn off of Don & Leo, that means 4+ triggers per turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"4 Karn-struct makers means you have a decent chance of drawing one of them in a game. While the tokens may not be as powerful as in a dedicated artifacts deck, the fact that you'll be making so many should be more than enough to make up the difference."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"3 manifest effects help you cheat out powerful or high-costed permanents, blinking the manifest creature to flip it for free."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Cornerstones:"},{"insert":"\n"},{"insert":{"card-link":"Riptide Gearhulk"}},{"insert":" is oppressively powerful in any blink deck for its EtB bounce effect, but especially good with Don & Leo since it is both an artifact and a creature, letting the other card you blink be either."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Simulacrum Synthesizer"}},{"insert":" will make you lots of Karn-structs, which is one of your win cons. Unlike your other construct-makers, though, SS does not make them off of its own EtB but your other high-CMC artifacts', letting you squeeze that extra bit of value from blinking them with Don & Leo."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Starfield Vocalist"}},{"insert":" is an EtB-doubler and therefore automatically fantastic in this deck. What makes it a standout is that you can cast it for only 2 mana, then blink it to keep it instead of exiling it and casting it for 4 later."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Thought Monitor"}},{"insert":" probably won't be as cheap to cast as in dedicated artifact decks, but still probably not more than 3 or 4 mana. It's a cornerstone because it'll draw you lots of cards and is both an artifact and a creature, so the other card Don & Leo blinks can be either."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Y'shtola Rhul"}},{"insert":" will blink one of your creatures during your end step… and also give you an extra end step, doubling up not only her own ability but Don & Leo's. Just getting her out can turn the tides of the game; if you keep her out, victory is assured."},{"attributes":{"list":"bullet"},"insert":"\n"}]}












































































