(Roon of the Hidden RealmRoon of the Hidden Realm | Art by Steve Prescott)
Infinite Power
Did you know that EDHREC has an EDH Wiki? Go check it out, if you haven’t already. It’s written by the community for the community, and there’s a lot of cool stuff in there! Deep Analysis is series where we learn about an archetype using its Wiki page, then apply this new knowledge to build a deck.
In this article, we'll be taking a look at a grindy, mid-range archetype that relies on juggling our creatures in and out of play.
'Blink', also called 'Flicker', is a Commander deck archetype that temporarily exiles its own permanents and brings them back into play for the purposes of re-triggering their enters-the-battlefield abilities.
Given the grindy nature of the format, strong ETB creatures are everywhere. They provide a combination of upfront value (their ETB effect), lingering value (their body), and potential synergies between each other. Blink decks leverage this to their advantage and, much like graveyard-based decks, try to squeeze the maximum amount of value out of their creatures. The best thing about the archetype is that its component parts are pretty good even outside of the blink synergy, so it's hard to have dead draws; MulldrifterMulldrifter draws cards even if we don't re-trigger its ability multiple times.
Colors
Azorius
Most of blink's support is in this color combination, so it's a good starting point. We have great commanders, and blue brings card draw while white supplies removal abilities on creatures, combining to give us some great targets for our blink effects.
Esper
Black tends to (awkwardly) occupy a space between blue's value and white's potent removal. It excels at getting ride of creatures, offering plenty of powerful tools that can handle all sorts of situations. Black also allows for reanimation as a possible subtheme to re-trigger ETB abilities.
Bant
Green offers a way to go bigger than any other color. Its creatures are very versatile and allow for a myriad of different useful effects, including some great bombs to top off the curve.
Commander Choice
Blink is the type of strategy that is very reliant on its commander. There are some, like Brago, King EternalBrago, King Eternal, that function as enablers, allowing us to start our engine more reliably. Others, like Amareth, the LustrousAmareth, the Lustrous, are payoffs that can easily take over the game once they get online. Our deckbuilding needs to vary according to our commander: enabler commanders don't need as much setup, but they're more reliant on their commander to function, while payoff commanders are easier to go over the top, but they lose the consistency provided by having a blink effect in the command zone.
Brago, King EternalBrago, King Eternal has the potential to blink multiple permanents a turn, and Yorion, Sky NomadYorion, Sky Nomad offers some neat defensive tricks for our board. Roon of the Hidden RealmRoon of the Hidden Realm can only blink one creature per turn, but additional colors potentiall give him more options, and new toys like Sword of Hearth and HomeSword of Hearth and Home from Modern Horizons 2 play particularly well with his ability suite, especially his natural vigilance.
Components of Blink
Draw
Draw is essential to a deck that has so much value in creatures, and without it, we're likely to get blown out by board wipes.
- CloudblazerCloudblazer
- Elite GuardmageElite Guardmage
- Elvish VisionaryElvish Visionary
- Ice-Fang CoatlIce-Fang Coatl
- MulldrifterMulldrifter
- Wall of BlossomsWall of Blossoms
- Wall of OmensWall of Omens
- Watcher for TomorrowWatcher for Tomorrow
Haymakers
These are strong ETB effects meant to cause a huge impact on their own. f we get to blink them once or twice, they can take over the game.
- Agent of TreacheryAgent of Treachery
- Avenger of ZendikarAvenger of Zendikar
- Hornet QueenHornet Queen
- TerastodonTerastodon
Ramp
A synergistic source of ramp is always welcome. Ramp shouldn't be our main target to blink, but nonetheless, there'll be games where having the option will make all the difference.
- Coiling OracleCoiling Oracle
- Farhaven ElfFarhaven Elf
- Wood ElvesWood Elves
- Solemn SimulacrumSolemn Simulacrum
Removal
Our creatures are very weak stat-wise, so we need a way to control the board to actually win the game.
- Acidic SlimeAcidic Slime
- Knight of AutumnKnight of Autumn
- Luminate PrimordialLuminate Primordial
- Skyclave ApparitionSkyclave Apparition
- SolitudeSolitude
- TerastodonTerastodon
- Venser, Shaper SavantVenser, Shaper Savant
- Sower of TemptationSower of Temptation
Flicker Effects
We can't solely rely on our commander to blink our creatures. Having the extra redundancy helps alleviate some of the pressure on our commander and makes our deck play better against removal. Mastering the timing in which our creatures come back to the battlefield is really important to use these cards.
- Felidar GuardianFelidar Guardian
- Restoration AngelRestoration Angel
- Yorion, Sky NomadYorion, Sky Nomad
- EphemerateEphemerate
- Eerie InterludeEerie Interlude
- GhostwayGhostway
- SoulherderSoulherder
- Thassa, Deep-DwellingThassa, Deep-Dwelling
- Conjurer's ClosetConjurer's Closet
- Sword of Hearth and HomeSword of Hearth and Home
Recursion
As a creature-based deck, we're bound to lose creatures to removal. Recursion pieces work very similar to card draws, but instead of fishing for new cards, we're recycling old ones. They are especially good with instant-based blink effects.
- Eternal WitnessEternal Witness
- Karmic GuideKarmic Guide
- ReveillarkReveillark
- Sun TitanSun Titan
- Timeless WitnessTimeless Witness
Bonus Payoffs
Reusing our ETBs is already a small payoff, so we don't need all that much extra help. However, these cards help accelerate the grind a bit. Consider also adding tutors like Trophy MageTrophy Mage if you want to find specific powerhouses in your deck, such as the Swords!
- PanharmoniconPanharmonicon
- Bramble SovereignBramble Sovereign
- Blessed SanctuaryBlessed Sanctuary
- Guardian ProjectGuardian Project
Roon Blink
View on ArchidektCommander (1)
- 1 *Roon of the Hidden Realm*Roon of the Hidden Realm
Artifact (5)
- 1 *Sol Ring*Sol Ring
- 1 *Sword of Feast and Famine*Sword of Feast and Famine
- 1 *Sword of Hearth and Home*Sword of Hearth and Home
- 1 *Sword of Light and Shadow*Sword of Light and Shadow
- 1 *Panharmonicon*Panharmonicon
Creature (40)
- 1 *Birds of Paradise*Birds of Paradise
- 1 *Noble Hierarch*Noble Hierarch
- 1 *Coiling Oracle*Coiling Oracle
- 1 *Elvish Visionary*Elvish Visionary
- 1 *Ice-Fang Coatl*Ice-Fang Coatl
- 1 *Stoneforge Mystic*Stoneforge Mystic
- 1 *Wall of Blossoms*Wall of Blossoms
- 1 *Wall of Omens*Wall of Omens
- 1 *Watcher for Tomorrow*Watcher for Tomorrow
- 1 *Eternal Witness*Eternal Witness
- 1 *Farhaven Elf*Farhaven Elf
- 1 *Knight of Autumn*Knight of Autumn
- 1 *Recruiter of the Guard*Recruiter of the Guard
- 1 *Skyclave Apparition*Skyclave Apparition
- 1 *Soulherder*Soulherder
- 1 *Trophy Mage*Trophy Mage
- 1 *Wood Elves*Wood Elves
- 1 *Angel of Finality*Angel of Finality
- 1 *Bramble Sovereign*Bramble Sovereign
- 1 *Elite Guardmage*Elite Guardmage
- 1 *Felidar Guardian*Felidar Guardian
- 1 *Glen Elendra Archmage*Glen Elendra Archmage
- 1 *Sower of Temptation*Sower of Temptation
- 1 *Thassa, Deep-Dwelling*Thassa, Deep-Dwelling
- 1 *Timeless Witness*Timeless Witness
- 1 *Venser, Shaper Savant*Venser, Shaper Savant
- 1 *Acidic Slime*Acidic Slime
- 1 *Cloudblazer*Cloudblazer
- 1 *Karmic Guide*Karmic Guide
- 1 *Mulldrifter*Mulldrifter
- 1 *Reveillark*Reveillark
- 1 *Seedborn Muse*Seedborn Muse
- 1 *Solitude*Solitude
- 1 *Yorion, Sky Nomad*Yorion, Sky Nomad
- 1 *Sun Titan*Sun Titan
- 1 *Agent of Treachery*Agent of Treachery
- 1 *Avenger of Zendikar*Avenger of Zendikar
- 1 *Hornet Queen*Hornet Queen
- 1 *Luminate Primordial*Luminate Primordial
- 1 *Terastodon*Terastodon
Enchantment (2)
- 1 *Guardian Project*Guardian Project
- 1 *Blessed Sanctuary*Blessed Sanctuary
Instant (9)
- 1 *Ephemerate*Ephemerate
- 1 *Nature's Claim*Nature's Claim
- 1 *Swords to Plowshares*Swords to Plowshares
- 1 *Cyclonic Rift*Cyclonic Rift
- 1 *Dovin's Veto*Dovin's Veto
- 1 *Heroic Intervention*Heroic Intervention
- 1 *Negate*Negate
- 1 *Eerie Interlude*Eerie Interlude
- 1 *Teferi's Protection*Teferi's Protection
Sorcery (6)
- 1 *Farseek*Farseek
- 1 *Nature's Lore*Nature's Lore
- 1 *Three Visits*Three Visits
- 1 *Day of Judgment*Day of Judgment
- 1 *Wrath of God*Wrath of God
- 1 *Austere Command*Austere Command
Land (36)
- 1 *Adarkar Wastes*Adarkar Wastes
- 1 *Breeding Pool*Breeding Pool
- 1 *Brushland*Brushland
- 1 *City of Brass*City of Brass
- 1 *Command Tower*Command Tower
- 1 *Exotic Orchard*Exotic Orchard
- 1 *Ghost Quarter*Ghost Quarter
- 1 *Glacial Fortress*Glacial Fortress
- 1 *Hallowed Fountain*Hallowed Fountain
- 1 *Hinterland Harbor*Hinterland Harbor
- 1 *Irrigated Farmland*Irrigated Farmland
- 1 *Mana Confluence*Mana Confluence
- 1 *Prismatic Vista*Prismatic Vista
- 1 *Scattered Groves*Scattered Groves
- 1 *Seaside Citadel*Seaside Citadel
- 1 *Sunpetal Grove*Sunpetal Grove
- 1 *Tectonic Edge*Tectonic Edge
- 1 *Temple Garden*Temple Garden
- 1 *Temple of Enlightenment*Temple of Enlightenment
- 1 *Temple of Mystery*Temple of Mystery
- 1 *Temple of Plenty*Temple of Plenty
- 1 *Yavimaya Coast*Yavimaya Coast
- 5 Snow-Covered ForestSnow-Covered Forest
- 5 Snow-Covered PlainsSnow-Covered Plains
- 4 Snow-Covered IslandSnow-Covered Island
Final Lessons
Let's wrap up with a quick lesson found on the Blink page of the EDH Wiki, so we can be sure to cover our potential weaknesses:
Blink decks require both a blink target and a blink effect, so an imbalance in either direction will make the deck much less effective. Drawing a lot of blink targets with no way to blink them, or drawing a large number of blink spells with no targets to use them on, reduces the strength of this strategy.
Cards like Torpor OrbTorpor Orb and HushbringerHushbringer, which negate all enter-the-battlefield abilities, are silver bullets against blink players, shutting down almost all of their strategy. To make matters worse, in order to maintain a high density of blinkable permanents, the majority of Removal options a blink player uses tends to appear on creatures with enters-the-battlefield abilities, and leaves very little room in the deck for spell-based removal, which makes Torpor Orb effects even more difficult to deal with.
We're reliant on our commander, and that might be one of our biggest weakness, especially if our blink commander costs a lot of mana. Sure, we won't be completely out of the game, as most of our cards are good on their own, but it'll be hard to actually win the game without our commander to squeeze more value out of them. Our counterspells should be played more defensively, but if removal is a concern, we could consider adding some extra protection to keep our board of creatures alive.
While we have some consistency, it's also very easy for an opponent to hold removal for key creatures and blow us out when we least expect, such as removing our targets in reponse to our blink abilities. Not only do we lose the creature, we also get Time WalkTime Walked. ETB-hosers like HushbringerHushbringer are really hard to deal with, but luckily for us, they tend to be pretty rare at EDH tables. If you encounter a lot of it out there in the wild, definitely consider including more removal effects to handle them.
The End
That’s it for this article. Now I want to hear from you! Share your thoughts on this list or on Blink decks in general. What archetype do you want to see covered next?
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