Mana Base
The card fits perfectly for an Esper deck. As I do not need to be extremely quick, the comes into play tapped effect is not a big deal.
Here I utilise the scrying effect, as it is more important to draw the right cards than to be able to play them right away.
Here I utilise the scrying effect, as it is more important to draw the right cards than to be able to play them right away.
At the moment, the other lands are only basic lands, but that might change if I get some faster dual lands.
Enabler
The ultimate weapon in this deck. Her +1 let's me draw a card, but I have to return another card on the top of my library, which isn't amazing.
However, her -1 is where things get interesting. It allows me to blink any permanent I OWN (not "control"), so I can use the scrying effects of my lands time and time again. AND it works amazing with Aminatou's ultimate ability.
Her ultimate ability is gaining control of all nonland permanents of my opponent, while giving my opponent all my nonland permanents other than Aminatou. However, with her -1 I get my cards back while keeping the opponent's cards. Oath of Teferi and Felidar Guardian help me blink Aminatou, so I can -1 again and again.
This card allows me to blink my other creatures, so I can benefit from the ETB effects. In case of an Aminatou ultimate, it also helps me get my own creatures back sooner, as it targets opponent's creatures as well.
One of the most important enabler, because of it's ability to blink not only creatures but permanents such as Aminatou, the Fateshifter or Oath of Teferi.
This card does wonderful things. It blinks two creatures, so the first target is a creature with the desired ETB effect. The second target however usually is the Archaeomancer in order to return Ghostly Flicker immediately to my hand.
When this card enters the Battlefield, I can blink another target permanent, so basically it blinks so I can blink something else. The really useful effect though is that I can activate Aminatou, the Fateshifter twice each turn, allowing me to ultimate or -1 faster. However, Oath of Teferi can also blink Aminatou in order to reset her so I can -1 again and again.
An important key card in order to set up the combo. Peregrine Drake is responsible for getting infinite mana, so it has to blink again and again and again and again.
Having infinite turns is quite relieving. Even though having extra turns does not win a game on its own, you can play until you have all the cards you need for launching a devastating combo.
Salvager
A very important card that synergises with Ghostly Flicker. The Archaeomancer should always be one of the two targets, so it can bring back the card immediately. Another possible target for the Archaeomancer is the counterspell for more control elements. Primary goal however is bringing back (or to some degree you can even say blinking) Ghostly Flicker.
Counter
Classic and cheap choice in order to control the board and counter immediate threats so I do not have to detain them.
WinCon
One win condition is by milling the opponent. Whenever I blink a permanent, each opponent has to put the top card from its library into the graveyard. As soon as the infinite blinking combo starts off, the milling is unstoppable (except by some countermechanics as Emrakul, the Aeons Torn.
If winning by ways of milling is not an option, producing infinite mana and tormenting the hell out of the opponent will do the trick. Pump mana into this card until the opponent can't discard/sacrifice any longer and loses 3 life for each time it couldn't.