Flickerwisp

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Uncommon
Commander 2014 (C14) Uncommon
Commander 2013 (C13) Uncommon
Modern Masters (MMA) Uncommon
Eventide (EVE) Uncommon

Combos Browse all

Flickerwisp

Creature — Elemental

Flying

When Flickerwisp enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.

Price & Acquistion Set Price Alerts

MM3

C14

C13

Ebay

Recent Decks

Load more

Flickerwisp Discussion

Mandalorian on W/U Reflector

5 days ago

I think the Maneuver and Cloudshift are not necessary with 4 Restos and the addition of 4 Flickerwisp and/or Felidar Guardian. Then with 8+ flicker effects in creature slots, you wont need the spells to do it. Eldrazi Displacer is the best flicker creature if you can support the colorless cost.

Sun Titan

Angel of Invention

Wall of Omens

Spreading Seas

Mulldrifter

ImtheRealBear on Venser bant pod

6 days ago

It looks like you got a bit of ETB abilities so some flickering could be pretty fun to try out. Flickerwisp or Essence Flux could do that.

DPenguin22 on Life's A Fillet 'O Fish

1 week ago

Also removed Mathas, Fiend Seeker, Flickerwisp and Captain's Maneuver. Replaced them with a few creatures from Ixalan with enrage.

Sogatog on Mono White Eldrazi & Taxes

2 weeks ago

Thanks for the feedback Padapos. Sundial of the Infinite seems interesting, I hadn't seen it mentioned in this context before. That said, I don't see where it does anything useful outside of the combo with Flickerwisp, and even then it's a little slow, having to spend a turn doing nothing to play it and having an extra mana up to use it when you actually put Flickerwisp into play. And of course it's basically dead in any scenario without Flickerwisp.

As for Eldrazi Temple, I could run 4 and did consider it, but I prefered using the last colorless land slot for a second Scavenger Grounds to hassle decks like Death's Shadow and Storm. I've only got 2 Eldrazi creatures to begin with, and really value the main deck grave hate. I could add Reality Smasher, as you said, and have played it in Taxes shells before, but it's really slow to cast, especially considering I'm often sacrificing my own lands to tax the opponent. I like it in some metagame contexts, but right now, there are way too many situations where I'm dead t3-5 if I'm not actively disrupting my opponent. I prefer a card like Mirran Crusader- also hard to kill, hard to chump block, and hits hard, but comes down much sooner and can be played off Aether Vial much more easily.

As for Shefet Dunes, when you say it's terrible, I think you're evaluating it based on its sacrifice effect which, admittedly, is pretty bad. But its main purpose is as an untapped dual land, making white and colorless. Compare it to a card like Godless Shrine in a white/black deck. If I cut them for Sea Gate Wreckage, I'll only have 10 white producing lands, making it very hard to play white creatures when Aether Vial isn't out and on the right number of counters. Shefet Dunes can also be sacrificed to Scavenger Grounds, but this is also less important than its function as a dual land. I do like it better than Caves of Koilos as mana fixing here though because it does have little sacrifice upsides that could come up now and then, which Caves lacks.

On Sea Gate Wreckage, it could however replace Scavenger Grounds. Wreckage is better against controlling decks that want to play long drawn out games, Grounds is better against fast decks that use the graveyard like Storm, Death's Shadow, Dredge, and Collected Company decks with the Kitchen Finks combo. I care more about the latter right now, and Grounds does still have some utility vs control stopping things like Snapcaster Mage, so right now I want to try it. That said, in the future I might be willing to replace Scavenger Grounds with Sea Gate Wreckage, more Eldrazi Temple, or even Mutavault, Tectonic Edge, or Caves of Koilos for extra mana fixing.

As for Tron lands, I don't see where I can fit those in and keep the color white in the deck. Taken together, many of your suggestions point to me just playing Eldrazi Tron instead of this deck. Which is fine, and probably even stronger than this, but is also just a completely different deck, rather than a refined version of this one.

xyr0s on U/W Flicker

3 weeks ago

Mana base: You could add a couple of Prairie Stream to have some really good targets to fetch. A single copy of Moorland Haunt could also be useful, of only to make use of your graveyard. Also, you need a bit more land (you have only a little card draw, and want to both play creatures and keep mana up for playing things in your opponents turn). But you'll need 23 or 24 lands, so you are sure to hit land in the early game. At 20 lands, you hit the first 3 turns (mostly), but after that it takes a while before you hit land number 4.

Bounce: I'm not too keen on bouncing your own creatures (when you could blink them). In general, it takes more mana than you'll have available in a typical game of modern. In many cases, you use instant-speed blink to avoid removal spells, and if you Unsummon your own creatures, they're still removed, from your opponents point of view (even if it's a bit less permanent than they would have liked). More Cloudshift, less Saving Grasp.

Consider whether something like Janjeet Sentry really is worth it. 3 mana for a creature with a tap-ability, which also requires some payment. Perhaps Blade Splicer seems boring, because "it's what everybody uses", but ask yourself how often youd like to have a 1/1 and a 3/3 creature for 3 mana (with and additional 3/3 token for every blinking of the 1/1 creature), and how often you'd wish for Janjeet Sentry for the same mana. There might be legitimate scenarios where sentry is better, but in general I think Blade Splicer is the better card. Besides, tap-abilities and blinking are a really poor mix.

Mill: erhm... you've nowhere near enough mill to actually have that as a viable win-con. Especially Merrow Witsniper seems like a miscalculation - you spend 2 cards (say, Saving Grasp and Merrow Witsniper), to mill 1 card. It's going to take some time and effort, before that reaches the level of a Tome Scour. Minister of Inquiries maybe seems like it could be ok, if you have something really good to spend eneergy on (2 energy for 1 mana is ok, right?).

Soul Warden should be in SB. Good card, but not useful in all games.

Flickerwisp deserves mention. It does not have flash. But you can blink it with instants and that's almost as good. The real strength of that card, is that it can target any permanent, including your opponents. It can break up tron for a turn, reset a planeswalker or Aether Vial or... or... so many other things.

Mandalorian on Emeria 's Landfall

3 weeks ago

With Emeria the Sky Ruin you want to be abusing ETB effects on creatures such as Sun Titan.

Wall of Omens

Lone Missionary

Knight of the White Orchid

Fiend Hunter

Blade Splicer

Flickerwisp

Angel of Sanctions

A line of play could be something like-

Emeria return Sun Titan

Sun Titan trigger returns Flickerwisp

Flickerwisp targets Sun Titan

Sun Titan gets back Wall Of Omens, Draw a Card

So for free you got 9 power in play and drew a card, pretty good.

Xica on Blood Angel's Pact

1 month ago

Wombatz
Before anything thanks for taking time to post a reply!

This deck is not built to be played as a Blood Moon list with Madcap Experiment - if that was the goal, i would ditch Platinum Angel without a second thought, to play Platinum Emperion.
The deck is a combo/prison deck built to abuse Platinum Angel
So lets take pros, and cons compared to the emperion:
- if the creature leaves the battlefield there is a big chance of game loss on the spot.
- it dies to Dismember
- deals less damage when it gets in
+ has flying to prevent getting chumped
+ prevents game loss to infect counters (that is relevant due to Inkmoth Nexus)
+ can win by "milling", after the enemy gained infinite life
+ Pact of Negation becomes a free counter
+ Glorious End - "the jank" - becomes Time Walk / exile the stack if i have angel in play by next end step.
+ Earthquake becomes Bonfire of the Damned when the angel is in play

Otherwise Earthquake is just a boardwipe, that costs me life, and one that can be redirected to planeswalkers, but i would not call it bad due the combination of being able to cripple decks that go all out on the board early, and being a late game win condition.

I agree that Abrade looks as questionable as a card can get - if we are talking about modern.
However its a must have for me to have ways to deal with Grafdigger's Cage & Aether Vial. The problems caused by the former are pretty obvious, the latter creates enormous problem by putting in play stuff like Flickerwisp or Harbinger of the Tides.
I play abrade because its the cheapest creature removal that doubles as artifact destruction in colors of the deck.
There may be an argument to replace some of them with Kolaghan's Command - but i fail to see how Lightning Bolt could fill the same role.



I am also really curious what is behind your judgement regarding Pieces of the Puzzle - in my opinion its one of the best cards that have been printed lately. And its exactly what i want to do on turn 3.
Drawing my counterspells, or madcap experiments, to cast when i get to 4 mana on the next turn. And it can be recast with our good old friend Snapcaster Mage for 5 mana.


So Glorious End...
Time Walk, or countering Emrakul, the Aeons Torn, Supreme Verdict, or all copies of Grapeshot from the stack, or the Liliana of the Veil's -6 when the opponent cashes in, is not something i would call "jank", or unplayable.
Of course that is only my humble opinion.

AkromaPhage6 on Beating a turn 0 win ...

1 month ago

The ability actually does use the stack. It creates a delayed triggered ability. First you reveal the card from your opening hand, this part cannot be responded to. If you do this, then at the beginning of the first upkeep the game state checks itself and sees a delayed trigger, which can be identified by the "At the beginning..." and the ability goes on the stack. The triggered ability is similar to Flickerwisps second trigger.

Load more