My favorite thing to do in Magic is to blink creatures for value and this deck serves that love brilliantly. This deck thusly wins through several different interactions, many of which are enabled by Panharmonicon

In its most basic form, this deck functions as a Genesis Chamber infinite tokens combo deck. This is the infinite combo that does not require Panharmonicon.

The idea here is that if you can play a Genesis Chamber and follow it up with a combination of two Blink Cats, or Blink Cat and Blink Angel, then you can put yourself in an infinite blink loop where the Blink Cats are infinitely blinking each other, which in turn creates infinite 1/1 Myr tokens. The same goes for the Blink Cat and Blink Angel combo.

This combo requires the presence of the Blink Cats with Lone Missionary and Panharmonicon.

Panharmonicon provides the deck with extra triggers when Blink Cat or anything else enters the battlefield. Therefore, with a Panharmonicon, two Blink Cats, and Lone Missionary you can set up an infinite loop where the Blink Cats flicker each other and Lone Missionary in sequence.

The sequencing is also important as the second Blink Cat must be flickered before the Lone Missionary as per the rules of the stack.

I will preface this with saying that I have only gotten this combo a few times in all my experience with the deck; this is a cool interaction but not one to be relied on.

The Sun Titan lock uses the aforementioned Blink Cats + Panharmonicon combo. Essentially, to make the lock one needs that combo + Sun Titan + at least one Ghost Quarter. To make the combo one sacks Ghost Quarter destroying a land, you then play Sun Titan and return Ghost Quarter to the battlefield and repeat, eventually destroying every land in your opponent's deck. The Panharmonicon combo making this infinite as you can use Sun Titan as the secondary Blink Cat target.

Again this combo uses the Panharmonicon interaction. Also, when playing a blue deck, a white deck, and in some cases a black deck, you should always wait for your opponent to tap out, especially with white as Path to Exile shuts down this combo, and this combo can enable that.

Essentially we make use of Thought-Knot Seer's second ability wherein it forces an opponent to draw. Using the Panharmonicon combo we are thusly able to force our opponent to draw their deck, and subsequently we get extra triggers to move all of their stuff into the graveyard, but the important part is that our opponent will eventually be forced to draw a card from an empty library and will immediately lose.

Aside from the Genesis Chamber combo, which finds its way into every combo in the deck, this is the most likely finisher in my experience.

Again using the Panharmonicon combo, Blade Splicer can be used to create infinite 3/3 first strike Golems.

Another important thing to note is that when Panharmonicon is out Blade Splicer creates two Golems, speeding up the process.

Again using Panharmonicon combo. Play Flickerwisp and flicker a Blink Cat or Blink Angel. At your end step the combo piece comes back and you go infinite with Flickerwisp flickering away your opponents board until their next end step as that is the next end step stipulated by Flickerwisp.

You can also use Flickerwisp to deal with enchantments or to free up an attack. Overall it is a very versatile card.

Eldrazi Displacer can always be used to restart a blink combo and gives the deck some much needed redundancy.

Wall of Omens in combination with the Panharmonicon combo can be used to draw your deck if you so chose; you could even consider splashing blue for Laboratory Maniac to make this another win-con.

Pilgrim's Eye can fix your mana problems by ensuring all your Plains are in your hand.

So this is where the deck is still a huge work in progress. The mana base is nothing special but it still lacks interaction. Right now Eldrazi Temple is here to help to make my Eldrazi cheaper, Ghost Quarter is part of a combo, and Plains is just generic. I have toyed around with Tectonic Edge and Flagstones of Trokair but I am still not sure, any suggestions would be greatly appreciated. I have also toyed with Emeria, The Sky Ruin but I felt it made the deck feel slower.

Suggestions are always appreciated as the deck is always a work in progress. I'm always looking to make this deck better as it is a labour of love for me, I really want to make it as good as it possibly can be.



Madhava says... #1

I'd say Emeria, The Sky Ruin would be helpful, even if you run just two or three. They don't always come online, but they're fantastic when they do. Makes running boardwipes far more comfortable, if you ever wanted to include those.

Spire of Industry, Caves of Koilos & other such painlands could tap for colorless or white, without tying up one of your creatures (a la Holdout Settlement).

Also, possibly of interest: Eerie Interlude

May 27, 2017 12:39 p.m.

Oloro_Magic says... #2

Thanks for the suggestions, pain lands are definitely something I could consider for their flexibility. I don't find Holdout Settlement to be much of a problem though as taping a creature just means it is the one I plan on blinking usually.

I also considered Eerie Interlude at the outset but I found it to be largely unnecessary as Eldrazi Displacer can flicker and reset my combos. Eerie Interlude can be useful and I may put it in the sideboard for agro matchups, but as is I feel it would be too poor of a draw late game for me to justify in the mainboard.

Thank you very much for the suggestions!

May 27, 2017 4:34 p.m.

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48% Casual

52% Competitive

Compare to inventory
Date added 4 months
Last updated 2 months

This deck is Modern legal.

Cards 60
Avg. CMC 3.13
Tokens 3/3 Golem, 1/1 Myr
Views 654