Jenara's Blink Bro's

A lot of deck we haven't accepted were either missing strengths/weakness/you should play this deck if or didn't have an adequate explanation for each card in the deck.

This deck is based around the core colors of Jenara, which are bang. Blue serves to give card draw and a level of control. White serves as removal, specifically exile as well as token generation. These two colors combined give me access to the blink mechanic, which retriggers any enter the battlefield effects. Green is used to ramp up as well as remove pesky non-creature permanents. Combined, the colors create a nasty combination of dealing with absolutely everything whilst ramping to the win condition.

First lets discuss the ramp in this deck. Jenara needs ramp in order to pump herself, as well as cast big blink creatures. Starting with the non-creature based ramp spells we have farseek, rampant growth and ranger's path. Two of these let me get shocklands and I'm using 2 mana ramp spells so that next turn I can cast Jenara. Urban Evolution serves as both ramp and card draw. Abundant growth is a cantrip which helps us fix mana. Creature based we have Ondu Giant, Kor Cartographer and Solemn Simulacrum. These we can blink to squeeze some more value.

To control the board and not let it get out of control, we have multiple spot removal spells. Starting once again with non-creature based, we have Path to exile, which helps us get around indestructibility. We have Bant Charm, Condemn and Banishing Stroke to tuck commanders. Enchantments, we have detention sphere to get rid of pesky tokens and oblivion ring. Creature based we have Luminate Primordial because swords to plow for everyone! phyrexian ingester (OMNOMNOMNOM), and Angel of serenity. note we can blink all of these to remove even more dudes and omnomnom even more tasty creatures.

We have a few non targeting spells to wipe the board. Aetherize and Cyconic Rift help us clear the board into the opponents hand. Sunblast angel would really like to be a wrath on a stick, but it clears pretty much everything in practice. Ixidron (put sunglasses on that monstrosity) doesn't care whether you're a indestructible 8/8 flyer or a hexproof beater with 5000 enchantments on you. Everyone's a 2/2 when Ixidron hits the party floor.

We run only one counter spell, that being Plasm Capture. mana drain with colored mana. lets us ramp up fast to our big blink bros!

We run some non-creature hate in this deck because enchantments and artifacts can be issues. Rain of thorns is a versatile acidic slime. Of course, we do have the slime itself. Brutilizer Exarch can be used to tuck the permanents. Sylvan Primordial shoots permanents and gives you lands, which is pretty much a fair deal.

This deck needs fuel to keep pumping the blinking action, so card advantage is essential. Vanish into Memory serves as both card draw/filter and a blink spell. Hunter's Insight is simply amazing with Jenara and nets you at least 3 cards. Creeping renaissance returns all your creatures to you hands to be recast, then flashes back for another round of beating. Ponder and Preordain help out your early game and filter your draws. Praetor's Council gives you massive card advantage and gives you an unlimited hand size. Mulldrifter gives you a nice two cards. Sphinx of Uthuun is fact or fiction on a stick. Whats not to like? Prime Speaker Zegana can net you over seven cards with the right cards in play (titans) and at worse is a cantrip but thats never going to happen. Also works very well with Jenara as your general.

Obviously, a blink deck needs ways to blink the creatures. Conjurer's Closet lets you blink at the end of every turn. Minion Reflector gives you two etb triggers for each creature, provided you pay the price. Galepowder Mage lets you either blink out a blocker, or more ideally, blink one of your own creatures, upon attack. Mistmeadow Witch lets you blink for four mana. Deadeye Navigator is probably the most broken card in the deck, giving you etb triggers for the measly price of two mana. Ghostly flicker lets you blink two objects and can give you a "build your own deadeye navigator" with either the mnemonic wall or the archaeomancer. Saving Grasp lets you recast creatures, and has flashback. Voidwalk is a blink spell, but you can cypher it onto Jenara for more blinking fun. Venser, the sojourner is the coolest planes walker ever, letting you blink creatures or give them psu, giving you an alpha strike, exiling permanents. It does everything.

Clones work incredibly well enter the battlefield effects. Clone (the classic) and Vesuvan Shapeshifter let you simply clone a creature and get the etb trigger. Also, blinking them can give you a different creature with a different etb trigger. Progenitor Mimic is probably the best clone ever made, letting you have a etb trigger every turn AND a creature, plus soul bonding this with deadeye navigator things get messy really fast. Stolen Identity is another clone, though its a spell that can cypher onto Jenara and giving you a creature and a etb trigger every time she does damage, which is quite often.

We have a number of other blink targets in the deck which help us stabilize the board further. Diluvian Primordial lets you steal a spell from everyone. Oh look, nice tutor you got there. Oh look, nice killspell you got there. Mnemonic Wall and Archaeomancer let you bring back blink spells and draw spells. (walk the aeons sneaks in) among other things Frost Titan lets you tap down that cabal coffers until you can kill it, and its a relatively big body. Same goes for his brother Sun Titan, who can bring you back your detention spheres and oblivion rights, as well as sac lands. another sweet interaction is that you can recur Jenara.

In order to find the creature we need at the right time, a number of tutors are required. Birthing Pod acts as a sacrifice outlet, another source for a etb triggers, as well as a creature tutor. Summarizing that, Birthing Pod is Amazing. Brutalizer Exarch lets you tutor up creatures, simply put. Wild Pair lets you find creatures with the same total power and toughness. How convenient that deadeye navigator and great whale have the same power and toughness Wargate is an expensive tutor, but with all the ramp, it works. Wargate can also fetch you a land in the most desperate of situations.

We've finally reached the win conditions. With blink, there are many pathways to victory. One of these is by tokens. Avenger of Zendikar and Trostani's summoner give huge amounts of tokens. Craterhoof Behemoth, conveniently next on the mana cost scale, comes in and takes the game away. Jenara can become a sizable beater, but infinitely large? oh yes. Deadeye navigator soulbonded to a great whale gives you infinite mana, and therefore pumping jenara infinite times. It can also give you infinite blink, which is infinite draw, infinite land destruction you get the point. We can also slap on a steel of the Godhead on Jenara to force in the damage as well as gaining some life. Walk the aeons is a money cheap extra turn spell, which can be recurred with mnemonic wall or archaemancer. With a permanent blink outlet like conjurer's closet, we can get infinite turns.

Finally onto the land base. Alchemist's refuge lets your etb anytime you want. New Benalia lets you scry, and works well with venser. Relinquary tower helps you keep your hand with all the card draw. Thespian stage lets you copy that dark depths, or simply copy your bounce land. For fixing we have sejiri refuge, gray pelt refuge, selesnya guild gate, mimic guild gate, azorius chancery, evolving wilds, terramorphic expanse, temple garden, breeding pool, hallowed fountain, flood plains, grasslands, 6 forests, 6 islands and 6 plains.

Strengths:Doesn't rely too much on the commanderStabalizes the board easilycan win quickly or slowly, depending on the game. Ramps quicklyDoesn't easily run out of steam

Weaknesses:Very little ways to deal with hexproofStruggles against massive swarms of tokensHas a hard time dealing with big creatures early on (kaalia cough cough)Torpor orb shuts the deck down almost completely

You should play this deck if:You don't like to rely on you general, but enjoy having it be a part of you win conYou like a certain level of control, but also like creaturesYou like a wide range of win conditions

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Date added 11 years
Last updated 11 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

31 - 0 Rares

26 - 0 Uncommons

16 - 0 Commons

Cards 101
Avg. CMC 4.58
Tokens Centaur 3/3 G, Copy Clone, Emblem Venser, the Sojourner, Knight 2/2 W w/ Vigilance, Morph 2/2 C, Plant 0/1 G, Rhino 4/4 G, Wurm 5/5 G w/ Trample
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