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Blink and You Might Miss It ft. Yorion [Primer]

Commander / EDH* GWU (Bant) Primer Silver Bullet Stax TurboFog Value Engine

Bigberk2525


Sideboard


Blink and You Might Miss It is a deck I've been playing in some form since 2013. Its gone through many iterations, originally starting off as morph/manifest deck, that used Roon of the Hidden Realm to cheat the cost on flipping the manifests. In 2016, the deck under went a major transformation to a value-oriented blink deck. At the time it focused around using splicers, like Blade Splicer, Master Splicer, Wing Splicer, and friends to "Build-Your-Own-Baneslayer Angel". Eventually the Splicer package came out for more of a toolbox, morphing the deck into the grinding machine it is today.

This deck rewards mastery and knowledge of all its little tricks. While its early game is its weak point, once the ball gets rolling it can almost always find an answer to any problem, and grind the game out. This deck is built to play fair, powerful magic and as such has no-infinite combos. Check out Planeswalkers Perfected for another deck from my playgroup, and one that's competitive with this value machine.

If you have any questions or comments about the deck, feel free to ask!

And if you like the deck, please give it an upvote! +1 Upvote

This is what makes the deck tick. From any toolbox piece, you can find almost any card in the deck within 3 steps. Its not always the fastest answer, but there is always an answer. As the game goes on and you have more mana, answers become faster and easier to find.

  • Recruiter of the Guard – This card is the best tutor in the deck, it can find over 20 different creatures in the deck, including Spellseeker to chain to a needed instant or sorcery.

  • Spellseeker – The second best tutor in the deck, finding everything from Eladamri's Call to find any creature, to Winds of Abandon to wrath the board, to Counterspell to just counterspell something.

  • Birthing Pod – What says value more than Pod? This deck can always find value at any converted mana cost and recur anything it sacrifices with ease. Remember that Felidar Guardian can be used to reset the Pod to jump from 3 to 5 or to just get a second use.

  • Eladamri's Call – This card shouldn’t need much explanation, it finds whatever you need, when you need it.

  • Finale of Devastation and Chord of Calling – As far as I am concerned, these are the same card. Chord is better as a trick while Finale can recur something and sometimes just ends the game, but otherwise these just let you tutor what you need if you have the mana, or the creatures to tap.

Enter the battlefield abilities are the cornerstone of the deck. These cards let you reuse them, providing anything from incremental value, to massive blow outs. Between these and the toolbox cards, you can grind your opponents to dust with nothing but #Value.

  • Roon of the Hidden Realm – This deck has mastered the battlefields of time and space, and as such, Roon doesn’t need to come out much. Earlier versions of the deck were much more reliant on Roon, but now he’s more of an emergency enabler. He’s slow and costly, having to tap to blink another creature. Minamo, School at Water's Edge is a small concession to enable Roon to blink 2 things a turn cycle.

  • Eldrazi Displacer – This is the most useful enabler in the deck. From fending off your opponents creatures, to costing 3 mana to flicker as many times as you’d like, Displacer does it best. This card, and Thought-Knot Seer make it worth warping the mana to accommodate a secret 4th color. If you have Displacer and 2 activations, you have an incredible amount of flexibility available to you.

  • Deadeye Navigator – This is the card that got Sylvan Primordial banned. Just to flicker is an outrageous rate, and the only downside it that to change the soulbond it sometimes costs . Otherwise this guy just lets you flicker nonstop. Targeted removal? Flicker. Need to do anything? Flicker. Between him and Eldrazi Displacer you’re a flickering machine.

  • Mistmeadow Witch – This is a slightly worse copy of Deadeye Navigator and Eldrazi Displacer, but it can be recruited as a guard by Recruiter of the Guard. Unfortunate that it blinks instead of flickers, but its repeatability is a virtue.

  • Panharmonicon – Doubling down on ETB’s gets even crazier than it sounds. From the haymakers of exiling 6 creatures with Angel of Serenity and 8 Bees with Hornet Queen, to just drawing 2 cards off of Elvish Visionary, a Panharmonicon that sticks around snowballs you wildly.

  • Brago, King Eternal – Long Live the (Dead?) King! If Brago hits someone in the face, it easily start a snowball. He just provides an incredible amount of value each time he makes contact. He’s also a removal/counterspell magnet if you have something else you want to resolve.

  • Soulherder, Thassa, Deep-Dwelling, and Conjurer's Closet – All of these cards give free flicker on end of turn. It’s just good old-fashioned value if you have almost any other creature in the deck. Soulherder sometimes just becomes a giant beatstick and Thassa, Deep-Dwelling adds some value with the Tap ability. Soulherder can be recruited by Recruiter of the Guard and Thassa can found by any creature tutor.

  • Restoration Angel – a 3/4 flyer that flickers a dude. It can be used for just value or it can save another creature. Its best friend Thragtusk makes an appearance here as well.

  • Felidar Guardian – Flickers a permanent. Got the slot over Flickerwisp due to it being better with Birthing Pod and the instant flicker value.

  • Charming Prince - This card can smooth your draws early with its scry 2, or blinks something. Combine with Chord of Calling for cheap-ish instant-speed shenanigans.

  • Stunt Double – Clones like ETB abilities. Clones with Flash like ETB abilities more. Stunt Double is a fun trick to hold up that can lead to some real blowouts.

  • Eerie Interlude – Once of the very few cards in the deck that isn’t tutorable. But its ability to both save creatures and generate value is unmatched. Saves you from boardwipes and give you value on the free rebuild.

  • Ephemerate – Saves a creature from removal, gives an ETB, and then gives a second ETB later. I was very happy with Cloudshift before Modern Horizons, and this just pushed the card to 11.

Graveyards are an excellent way to generate value. It’s a second deck as far as Roon is concerned. Regularly pulling things out of graveyards to generate even more value can make this deck feel like its playing Black at times. This deck is relatively resilient to graveyard hate as well, as it can find answers to any permanent type, usually quickly.

  • Eternal Witness – The gold standard of graveyard recursion. Its ETB just gets you what you need. E Wit loops nicely with Eerie Interlude to generate more ETB’s.

  • Karmic Guide – ETB return a creature? Sweet! Tutorable with Recruiter of the Guard? Sweeter! Able to chain with Reveillark to grab larger creatures? Sweetest! This card is an insane value engine here.

  • Reveillark – With over 20 creatures in the deck able to be reanimated by Reveillark, it can rebuild a board nearly instantly. Leaves the battlefield triggers are just as easy to abuse as ETB’s in this deck.

  • Seasons Past – The ultimate battlecruiser magic card. This usually gets you 4-6 cards that help you answer a problem, present a threat, and protect your stuff. It just oozes value.

  • Sun Titan – Fun Titan finds ways to accrue value everywhere. It can get back tutors, payoffs, enablers, and even lands. Usually able to get in free attacks for even more value.

Its hard to win a game of Magic when other people try to stop you. These cards help you stop them from stopping you.

  • Cyclonic Rift – This card should probably be banned in Commander. It’s just a blowout in any situation. Tutorable by Spellseeker, Cyc Rift can be used to save yourself, or clear the way for an alpha strike. Don’t be afraid to use the secondary mode, even bouncing one thing can be good, and its easily recurred with Eternal Witness and Seasons Past.

  • Heroic Intervention – Gives board wipes and target removal a resounding “Nope”. Flickering Spellseeker to get this in response is usually a blowout and makes everyone think twice in the future.

  • Knight-Captain of EosFog is usually not good in commander. Fog every time something goes remotely wrong is. You can stall out and slow down games with just this and any enabler. This lets you develop your hand and board further until you can deal with threats more permanently.

  • Lavinia of the Tenth – How many things do people play with converted mana cost 4 or less? A lot. This Lavinia sometimes does a good Cyclonic Rift impersonation, opening the board to an alpha strike. She’ll have your opponents asking if they’re being detained.

  • Stonehorn Dignitary – A more targeted Knight-Captain of Eos. Lock down one player at a time until you can deal with what the threat is. Good for playing politically too.

  • Thought-Knot SeerThoughtseize is my favorite card. This just lets me Thoughtseize repeatedly. The leaves the battlefield trigger can be used politically as well.

Its hard to win a game where your opponents get to do anything they want. These cards disrupt, destroy, delay, and disintegrate anything that’s thrown at you.

  • Acidic Slime – Kills particularly problematic permanents and makes monsters meek. Deathtouch is a very potent defensive tool in helping guide attacks away from you. And while I don’t advocate land destruction, hitting a Maze of Ith or Gaea's Cradle are nice upsides.

  • Fiend Hunter – ETB removes a dude. Can work as makeshift wrath protection as well.

  • Angel of Serenity – This card just oozes flexibility. Recursion and removal in one. This card is an absolute haymaker and can answer almost any board state. I personally like the “Exile 2 Threats and Recur 1 Thing” plan, but there are so many options. Combine with any flickerer/blinker for even more shenanigans.

  • Reclamation Sage and Knight of Autumn – These guys are effectively identical. Destroy target artifact or enchantment stops a lot of things in commander. Phyrexian Arena drawing too many cards? Gone. Someone’s T1 Sol Ring rub you the wrong way? Gone. Knight of Autumn is slightly better than Rec Sage, as the 4 Life is sometimes a relevant option, but the +1/+1 counters are just trinket text.

  • Brutalizer Exarch – See Acidic Slime, Reclamation Sage, and Knight of Autumn. This does what they do, but also has the ability to put a creature on top of your deck if there are no appealing targets. Combine with any card draw for a full tutor.

  • Meteor Golem – See Acidic Slime, Reclamation Sage, and Knight of Autumn. And on top of all of that, it hits creatures to. This guy is a house.

  • Counterspell, Familiar's Ruse and Dovin's Veto – Sometimes the best way to remove a threat is to stop it from ever happening. Counterspells are flexible answers. Familiar’s Ruse’s “downside” usually doesn’t feel like one, enabling another ETB of the creature. All of these are tutorable with Spellseeker. Dovin’s Veto is a local meta call, with many blue decks. I’ve also run Unsubstantiate in this slot for more flexibility.

  • Beast Within – Killing anything is pretty good. 3/3 Beasts are easy to remove by flicker or blink.

  • Council's Judgment – Sometimes cooperation is necessary. If you aren’t the archenemy, you can usually convince the table to exile 2 cards. This card isn’t particularly good when you’re very ahead. Its ability to get around hexproof makes it invaluable though.

  • Path to Exile, Swords to Plowshares, Rapid Hybridization – 1 mana instant speed removal is invaluable in commander. Path’s downside only matters very early, but Swords and Hybridization’s downsides are negligible.

  • Reality Shift – Similar to the 1 mana removal spells, I felt the exile here was more valuable than a second Rapid Hybridization in the form of Pongify.

  • Winds of Abandon – Slow Path to Exile at its worst is not bad. It’s actually an asymmetric boardwipe that’s tutorable by Spellseeker. Also does a Cyclonic Rift impersonation, enabling alpha strikes.

Drawing cards is important. Each of your cards only gives you a slight advantage

  • Coiling Oracle and Elvish Visionary – 2 mana card draw. At worst they replace themselves, and they help you have a non-threatening target to flicker. Noone has ever felt good about killing a t2 Elvish Mystic, so you get to keep using them to accrue value. Coiling Oracle has the upside of ramping you as well.
  • Cloudblazer and Mulldrifter – playing and flickering either of these often swings the game into your favor. 4 cards is a huge advantage, and you can usually snowball from there, abusing the ETB o triggers of both of these.
  • Ephara, God of the Polis – Ephara fail case is often being off-timed Phyrexian Arena. The deck is so creature dense that she’ll usually draw you a card for your turn. Start reacting on your opponents turns, and she quickly fills your hand.
  • Soul of the Harvest – More fragile than Ephara, God of the Polis, but also more explosive. Soul of the Harvest keeps you gassed up until it dies, or your opponents do.
Making land drops is very important in this deck. Its late game is very mana hungry, and when you get into a grindy situation, its not uncommon to have 15+ lands and to use all of them in a turn cycle.

In the late game, you slowly build up an incredible number of tokens to kill your opponents with. A well timed Cyclonic Rift, Winds of Abandon, Lavinia of the Tenth, or Finale of Devastation can sometimes let you kill the whole table at once. These are the most flexible slots in the deck, but there’s nothing like killing someone with a butt-ton of bees.

The Mana base in this deck is weird. Its secretly 4 colors, with needing a critical mass of colorless mana to enable Eldrazi Displacer. There are 10 colorless producing lands and Sol Ring to help with this. I would run OG duals over 2 Plains and a Forest if I could afford them. I wouldn’t go below 9 basics (including a Wastes) in the deck though. The pain lands are also worth considering.

  • Fetchs, Shocks, Checks, and Battlelands – these should be self-explanatory. Having good mana is important.

  • Alchemist's Refuge – A colorless mana producer that enables instant speed shenanigans. Later in the game you can often flash in everything just before your turn starts to leave as little response time as possible.

  • Arch of Orazca – The Cities Blessing is very easy to get. You usually won’t use the draw a card ability, but if you have the mana available, it provides a nice sink for it.

  • Flooded Grove, Mystic Gate, Wooded Bastion, and Nimbus Maze – These are all tri lands. They help you fix your mana and provide extra colorless for Eldrazi Displacer. They are very occasionally clunky in the early game, but by the midgame they work as intended.

  • Krosan Verge – This card can be colorless mana when you need it, or a ramp spell early. It’s Harrow impersonation is pretty good, and it can grab shocks and battlelands for more fixing.

  • Minamo, School at Water's Edge – This is an expensive island. $10 for the occasional upside of making Roon of the Hidden Realm slightly better. Also has very corner case use of untapping one of the 4 other legends in the deck.

  • Reflecting Pool – The rare quad-land. Can make any color you like, even colorless!

  • Reliquary Tower – Sometimes you want to have more than 7 cards in hand. Now Sometimes you can.

  • Wastes - Might seem underwhelming, but being able to tutor for this with Sylvan Ranger, Farhaven Elf, and Solemn Simulacrum is very important.

This deck can be a challenge to play at times, but there is usually a line that can get you out of any situation. This deck rewards mastery greatly, and knowledge of the deck can often be the difference between playing a bunch of Goblin Pikers with upside and answering any and all problems presented at the table.

  • Mulligans – This decks weakness is its early game, and you should mulligan to mitigate this. An ideal hand has a 2 drop creature, an enabler, and a toolbox card. Having two-thirds of these usually means the hand is good.

  • Birthing Pod – Pod has the ability to find most effects at most points on the curve. There is recursion at 3, 5 and 6, ramp at 3 and 4, artifact/enchantment removal at 3, 5, 7, and 8. You can use Felidar Guardian to bridge the curve between 3 and 5 by resetting Pod.

  • Separate Triggers – Fiend Hunter, Angel of Serenity, and Thought-Knot Seer all have separate enters and leave the battlefield triggers. This means if you flicker/blink them before the enters trigger has resolved, the leaves trigger will resolve first. In the case of Fiend Hunter and Angel of Serenity this means that the targets of the first ability are permanently exiled. In the case of Thought-Knot Seer it means you can see the card they drew and choose to exile it.

  • Using the toolbox – With the toolbox cards, you can find all but 10 non-land cards in the deck. The most arcane way of finding things is Recruiter of the Guard into Spellseeker into Eladamri's Call to find any creature for 8 mana. The only cards that cannot be found by the toolbox are: Sol Ring, Chromatic Lantern, Birthing Pod, Panharmonicon, Conjurer's Closet, Beast Within, Eerie Interlude, Chord of Calling, Council's Judgment, and Seasons Past.

  • Stonehorn Dignitary – Stonehorn can lock down multiple combat steps in a row. If you flicker him 3 times, and target the same player with all 3 ETBs, they skip their next 3 combat steps.

  • Mulldrifter and Karmic Guide – You can flicker both of these creatures with either their evoke or echo triggers on the stack for extra value. Playing Mulldrifter for 2U and then flickering it is usually the best way to draw 4 cards. And paying 2C and getting a creature back is much better than losing your Karmic Guide to Echo.

While you are technically unable to play 120 cards in commander, if your group is cool with it, this deck flexes effortlessly into handling Yorion, Sky Nomad as a companion. The idea here is to try to recoup some of the consistency lost in adding 20 cards by adding redundancy and more early game smoothing.

  • Enablers Added: Yorion, Sky Nomad, Ghostway, Venser, the Sojourner. Yorion is everything this deck wants. One massive blink can create insane levels of value here. Ghostway is a second, slightly worse, copy of Eerie Interlude. Venser is Conjurer's Closet #3, which is always a welcome effect.

  • Protection Added: Azorius Arrester, Reflector Mage. Azorius Arrester can help you slow down the game more to enable the strong late game of this deck to take over. Reflector Mage can help the table by time to answer a threat, or just be a nuisance to opponents who want a boardstate.

  • Removal Added: Pongify, Cavalier of Dawn, Agent of Treachery. Pongify and Rapid Hybridization are the same thing. Another 1 mana kill spell is good. Cavalier of Dawn is a second, slightly worse copy of Meteor Golem. Agent of Treachery is even better than Meteor Golem, the main reason it is not in the main deck is due to its ability to make games miserable for other players.

  • Card Draw Added: Wall of Blossoms, Wall of Omens, Vivien, Champion of the Wilds. The walls are just Elvish Oracle copies 2 and 3. Vivien’s -2 has an 63% chance of hitting at least one creature and giving you the ability to play creatures at instant speed makes up for her 37% shortcoming.

  • Ramp Added: Wood Elves, Mind Stone. Wood Elves is Farhaven Elves brother from another mother. While it doesn’t find wastes, it does let lands enter untapped. Mindstone is a good piece of artifact ramp that can be cashed for an extra draw later.

  • Lands Added: The Painlands, Prismatic Vista, Fabled Passage, Basics. The Painlands are each trilands in this deck. They don’t see play in the main due to a desire to keep basic land count at a certain level. Prismatic Vista and Fabled Passage should be swapped into the main, but I have not acquired them yet. 1 of each non- waste basic rounds out the lands to keep the mana more consistent.

This deck has a lot of room for minor customizations, and some cards that are worth considering for your meta are Mystic Snake, Reflector Mage, Agent of Treachery, Avenger of Zendikar, Venser, Shaper Savant, Duplicant, Meteor Golem, Bramble Sovereign, and Trostani's Summoner. Some of these cards I don’t run due to too much book keeping, and others I don’t run due to personal/playgroup preferences.

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Top Ranked
Date added 4 years
Last updated 4 years
Legality

This deck is not valid to have Yorion, Sky Nomad as a companion

Rarity (main - side)

9 - 2 Mythic Rares

51 - 9 Rares

20 - 5 Uncommons

8 - 2 Commons

Cards 100
Avg. CMC 3.58
Tokens Angel 4/4 W, Ape 3/3 G, Beast 3/3 G, City's Blessing, Emblem Venser, the Sojourner, Frog Lizard 3/3 G, Golem 3/3 C, Insect 1/1 G w/ Flying, Deathtouch, Manifest 2/2 C, Servo 1/1 C, Soldier 1/1 W
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