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Roon of the Hidden Realm - EDH Blink/Flicker ETB

The strategy of the deck is to play some good ETB creatures, blink or flicker them and try to control the board. The deck avoids infinite combos or big finishers and tries a more interactive control-oriented playstyle. That is the reason for the inclusion of a clone/copy and countermagic package. I wanted to be able to have an answer to a variety of other decks. This was my first Commander deck. I still play it to this day and it is a lot of fun, even when there are stronger options around. I am looking at you Chulane, Teller of Tales. Thankful for any recommendations.

My playgroup

  • All decks in our playgroup can be classified as focused, according to the Command Zone Guide, which defines this category as "powerful card interaction, but few or no infinite/game-ending combos." While combos like this are not outright banned, none of us builds their decks with these combos in mind. Although some times these things are inevitable. I, therefore, do not run the Peregrine Drake and Deadeye Navigator infinite mana combo. In addition, mass land destruction is frowned upon in my playgroup. That is the reason why I had to take out Terastodon. Typically, games in our playgroup are won through accumulating value and winning through combat damage. In addition, we banned Sol Ring from all decks that include green, since we think that non green decks have it hard enough in our meta.
  • Cards that shut off ETBs are backbreaking for this deck. So cards like the infamous artifact Torpor Orb and its creature equivalents Hushbringer, Tocatli Honor Guard and Hushwing Gryff. Threat assessment wise, cards like these are enemy number one. If we see them we shoot them down. But since my playgroup is kind enough to not run any of these I do not need to answer them. If they change their mind I will have to include cards like Qasali Pridemage.
  • Since this deck relies on a strong board presence (mainly in form of creatures), it is very susceptible to board wipes. Therefore, there is a small package of countermagic included. In addition, ways to blink some or many of of our creatures, like Eerie Interlude, can save our hide.

Some explanations

  • Ephemerate can for just get another ETB from one of our creatures. The rebound effect also provides us with an additional (free) flicker effect. As this happens at instant speed, we can use it to save a creature from removal.
  • Eerie Interlude can save our whole board from a board wipe or just be cast for its blink effect, in order to abuse all of our creatures' ETBs.
  • Ghostway is almost identical to Eerie Interlude. However, there are a few important differences. First of all, it returns the creatures immediately means that it cannot save them from a board wipe but it means we can use their ETBs right away and do not have to wait until the next end step. In addition, it does not allow us to select which creatures we want to blink.
  • Soulherder is a weaker Thassa, Deep-Dwelling. But it is 1 CMC cheaper and it can be more easily recured and tutored.
  • Panharmonicon can double all of our ETB triggers. This artifact is just pure value.
  • Thassa, Deep-Dwelling does so much work in this deck. It is similar to Conjurer's Closet but much better as she is a creature and therefore easier to tutor and recur, cheaper and most of all, indestructible. I can become a 6/5 beater but this is not the reason this God(dess) is in here for. Her activated ability for can also be used to tap down a threat.
  • Roon of the Hidden Realm can be a little slow, since we have to tap him and pay to activate his ability. Regardless, his ability to blink creatures other than our own can be quite useful. As we can use him defensively and blink an opponent's creature at the right time, in order to deny it to them until their next end step. A 4/4 body with vigilance and trample is also not too bad. Meaning that we can attack with him and still use his ability.
  • Coiling Oracle at minimum draws us one card on ETB.
  • Archivist of Oghma can be an incredible card draw engine. Especially with the amount of fetch lands and tutors in my playgroup. In addition, it gains us life every time one of our opponents searches their library.
  • Wall of Blossoms and Wall of Omens also draw us a card when they enter the battlefield. But they also come with a 0/4 body and can therefore be used to block early aggressive creatures.
  • Watcher for Tomorrow lets us go four cards deep, which makes up more than the fact that we only get the card when it leaves the battlefield.
  • Rhystic Study the big brother of Mystic Remora. "Do you pay for Rhystic Study?" It is an evil but valuable card in a multiplayer format like Commander.
  • Cloudblazer draws us two cards and gives us life.
  • Mulldrifter gives us two options: We can either cast it for its evoke cost of , which we can negate by blinking/flickering it before we have to sacrifice it, or we hard cast it for if we do not have blink/flicker engine either in hand or in play.
  • Prime Speaker Zegana if we play on curve we can drop this with Roon of the Hidden Realm on the battlefield and draw a minimum of 5 cards. Then we can just blink or flicker it later when we have a bigger creature on the board.
  • Counterspell just a good reliable hard counter.
  • Dovin's Veto is a better Negate; a counterspell that is good in its own right since it cannot be countered.
  • Glen Elendra Archmage its ability is a Negate on a stick. With one of our blink/flicker effects, we can also 'reset' it.
  • Venser, Shaper Savant is a soft counterspell. However, the ability to 'bounce' a spell back to one of our opponents' hand can be crucial in the right moment. In the meantime he can bounce some nasty permanents. In a pinch the fact that he is a creature is a plus, because he is easier to tutor for in this deck.
  • Avacyn's Pilgrim is a one-drop mana dork that can help us fix our colors as it taps for .
  • Birds of Paradise is arguably the best mana dork. It can come down on turn one and it helps us to fix our colors. The fact that it is a flyer can also be vital, especially in a format like Commander, with an abundance of dangerous creatures with flying.
  • Noble Hierarch fixes our colors and can even pump one of our creatures.
  • Arcane Signet the best signet, since it can tap for one mana of any color in our commander’s color identity.
  • Bloom Tender great mana dork even though it taps at max for three mana.
  • Coiling Oracle is also considered ramp because it has the chance to get us one land from the top of our library directly onto the battlefield.
  • Farseek can search for an Island or Plains card. Therefore, we can also search for dual lands. This is why this card is better than Rampant Growth.
  • Nature's Lore is a better Farseek, as it brings the land into play untapped.
  • Sakura-Tribe Elder is Rampant Growth on a creature. Why does this matter? It can block and it can be reanimated.
  • Three Visits the same as Nature's Lore. Thank the gods of magic for this reprint!
  • Farhaven Elf lets us search our library for a basic land and put it directly into play. A shame that enters the battlefield tapped.
  • Wood Elves is just like Farhaven Elf. But with the small but significant difference, that it lets us search for a Forest card, meaning we can get dual land into play. It has to be noted that the land also comes into play untapped!
  • Mirari's Wake doubles the mana available to us.
  • Eternal Witness can recur just any card from my graveyard. Need another Swords to Plowshares or another Eerie Interlude? This Human Shaman got you covered.
  • Karmic Guide can reanimate a creature from our graveyard to the battlefield on ETB.
  • Sun Titan brings a 6/6 body with vigilance to play. On ETB or attack it brings a permanent with 3 CMC or less from our graveyard directly into play. In this deck there are an abundance of good cards that fit into that category.
  • Path to Exile and Swords to Plowshares can get rid of any creature permanently for just and that instantly.
  • Cyclonic Rift is an auto-include for every deck with access to blue.
  • Sungold Sentinel punishes graveyard strategies of which there are many in may playgroup. If we control three or more creatures with different powers it can also protect itself.
  • Aura Shards this enchantment just draws so much hate, every time it hits the field. No wonder, in a deck with this many creatures and blink/flicker effects, it can destroy most of my opponents' artifacts and enchantments.
  • Fiend Hunter exiles a creature as long at is on the battlefield. If we time the ETB with our commander's ability we can even exile a creature permanently, because of the way Fiend Hunter's ability is worded.
  • Knight of Autumn and Reclamation Sage are Naturalize on a stick. The Knight has the added options of gaining 4 life or entering as a 4/3, the former can be a viable option if we do not have any artifacts or enchantments to target.
  • Reflector Mage can be very nasty as it can shut down an opponent's game play completely if we manage to flicker often enough. All in all not a nice card but an effective one.
  • Sower of Temptation lets us take possession of an opponent's creature for as long we control this Faerie Wizard. By blinking/flickering we can just steal another creature that is more useful to us. If we are really mean we can also sacrifice the borrowed creature to Birthing Pod.
  • Supreme Verdict is in here if we really need to set back the board and not want to worry about counterspells. Just beware that, in contrast to Wrath of God cannot get rid of creatures with regeneration.
  • Ixidron is a semi board wipe that can disable commanders and other creatures. But beware that he also hits our own creatures. It pairs perfectly with Thassa, Deep-Dwelling, as long as she is not online.
  • Time Wipe is a more expensive Wrath of God but with the upside of bouncing one of our creatures back to our hand. That way we can save one of our creatures from destruction and reuse its ETB trigger.
  • Bane of Progress is in here to get rid of any artifacts or enchantment lying around. A bonus is that it can be found by all of our tutors.
  • Mystical Tutor I had one lying around and why not. For just it gives us many options: countermagic, ramp, removal. In addition, it can get us Tooth and Nail to close out the game.
  • Eladamri's Call costs more than Worldly Tutor. But it has an upside. It tutors the creature card into our hand and not on top of our library. This tempo difference can be vital.
  • Fierce Empath can tutor a finisher like Craterhoof Behemoth or, if need be, utility creatures like Bane of Progress or Sun Titan.
  • Recruiter of the Guard on ETB, can tutors for a creature with toughness 2 or less, so ... of the creatures in this deck. Early game it can tutor for small card draw or ramp creatures. But it can also find us cards like Ixidron and Prime Speaker Zegana.
  • Birthing Pod 'recycles' creatures we do not need any more for more useful ones. It is also important that the creatures come directly onto the battlefield, thereby activating their ETB triggers.
  • Tooth and Nail if this sorcery resolves the game is usually over. It is also very flexible since we can choose one of either mode or pay an additional to choose both. Potential pairs we can tutor for:...
  • Alchemist's Refuge can give one of our creatures flash. This can be valuable if we want to sneak in an ETB right at the end of an opponent's turn.
  • Lightning Greaves is there to protect our most valuable creatures. Since my playgroup tends to run a lot of removal, this equipment is definitely needed. It can also give our commander haste, so we can activate his ability the turn he enters the battlefield. Just beware that since it grants shroud, which means that we cannot target the creature anymore, for example, if we want to blink/flicker it.
  • Clever Impersonator can be anything we need it to be, ramp, card draw or even a finisher. The option to copy a permanent of an opponent gives us even more options.
  • Phyrexian Metamorph is a cheaper if less flexible Clever Impersonator, as we will almost never cast it for its full cost but pay and one life.
  • Stonehorn Dignitary after having been stomped by an opponent's Craterhoof Behemoth again, I have decided to include this annoying but lifesaving Rhino.
  • Rite of Replication is a potential finisher in this deck. Even if we don't have any good creatures lying around, one of our opponents surely will.
  • Armada Wurm gives us 10 power and toughness for just six CMC. If this card is not dealt with and we are able to blink/flicker it, we should be able to amass enough power to overwhelm our opponents.
  • Avenger of Zendikar nothing like this Commander all star to amass an army of tokens. A staple in most decks, especially in a blink/flicker deck like this.
  • Craterhoof Behemoth after having not been able to close out games, I did break the bank to include one of the format's all time finishers.

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96% Casual

Competitive

Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

49 - 0 Rares

17 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 3.30
Tokens Copy Clone, Plant 0/1 G, Wurm 5/5 G w/ Trample
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