pie chart

Ephara's Blink'n Value

Commander / EDH* WU (Azorius)

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Choo choo... all aboard the value train! This deck does everything I want to do playing magic. Even though it wasn't my first deck, I started building it very shortly after I started playing the game about two and half years ago. It was originally built as a slower multiplayer deck that could stay under the radar until it had enough control over the board that it could emerge as a very hard to deal with threat. As the deck as evolved, this idea has continued to influence my card choices and has made this a very powerful deck, especially in the late game. The deck is fairly competitive and can hold it's own against cut-throat decks, but might be somewhat slow for a very competitive environment, especially when not playing multiplayer. In more casual environments, there is so much value, inevitability, and interaction, that it's very easy to lock the board down or combo off fairly quickly while still holding up enough interaction to protect your stuff.

There are a number of generals that excel in the blink deck. Brago, King Eternal and Roon of the Hidden Realm are probably the two most common, mostly because they blink things themselves. However, most of the time, these generals are either slow or unreliable, meaning you need to dedicate extra slots to redundant blink effects and cards that make the general work more effectively. Instead, I play Ephara. With her ability, I can reliably draw an extra card or two every turn and keep my hand at seven cards fairly consistently. I then use the slots I would normally reserve for card draw and play a solid blink package. This way, I have more space for things to abuse, making the deck much more consistent.
The first thing this deck wants to do is get Ephara out on the field, preferably by turn 3 with a mana rock. The next couple of turns are spent putting a creatures out on the board and using Ephara's cantrips to dig for more creatures to abuse as well as some interaction or blink effects. The goal is to be able to play out a creature during your turn and hold up some form of cheap interaction to blink or bounce your creature in response to removal or combat. It doesn't always happen in the early turns, but it should be a priority once we have creatures that might seem threatening to our opponents. Soon, you'll be able to hold up multiple answers at a time and your opponents will slowly realize that your creatures are becoming increasingly harder to kill. And the best part is that any failed attempt to kill our stuff will usually results in a 3 for 1. People will be less and less able to interact with you and you will be able to set up a number of soft locks by abusing cards such as Duplicant, Ixidron, Cyclonic Rift, Knight-Captain of Eos, and Nevermaker before winning the game with an infinite combo or just beating down.
This deck is a combo control deck that usually wins by either comboing out or by locking your opponents out and swinging in with flyers. The deck has two main infinite, game winning combos. It can either combo out with some sort of infinite blink / draw combo (usually involving Peregrine Drake and some sort of Wall of Omens effect and drawing to either Venser, Shaper Savant or Knight-Captain of Eos) or with infinite turns (with Time Warp).

The following card combinations will give you infinite mana and blink. Combined with a Wall of Omens effect, they will allow you to draw through your deck and cast / blink a creature such as Venser, Shaper Savant and/or Knight-Captain of Eos infinite times.

Infinite turns can be achieved fairly easily. Archeomancer or Mnemonic Wall with Time Warp and a way to blink every turn. This is the easiest combo to tutor up with our one completely generic tutor, Long-Term Plans. You can tutor for a Archaeomancer, use it to get the tutor back, and then tutor again for Time Warp. Hopefully by that time you already have a way to blink every turn.

Creatures to abuse Show

Instant speed blink or bounce enablers Show

Incremental blink enablers Show

Other instants and sorceries to abuse Show

Ramp Show

Lands Show

My meta has changed over the year of playing this deck and I've had to lower the average CMC of my creatures and spells to give me answers in the earlier parts of the game. This means that I've had to cut some very good cards that would come back depending on how the meta changed.

AEtherling: This is already such an amazing control card. In this deck though, it's even better as it can blink itself to draw extra cards on your opponents' turns. Not really a creature to abuse as much as a creature that abuses Ephara's ability.

Luminate Primordial: Removes a creature from each opponents' board. Real creature removal stapled to a creature in these colors is much more expensive than if I were running black, but it does the job well and can easily be abused to cause opponents to just stop playing creatures.

Parallax Wave: This card is insane. While there aren't many of them, getting this out with something that can reuse permanents a lot of times means blinking a large chunk of your board multiple times. It works well for protecting your board, messing with combat, and plain just exiling creatures permanently. This card works especially well with Nevermaker as you can use the LTB on Nevermaker to manipulate the timing of Parallax Wave leaving the battlefield in order to blink a large number of your creatures or permanently exiling a bunch of your opponents creatures. Combine them with Peregrine Drake and a draw creature such as Mulldrifter to make an infinite combo.

Saltskitter: This was actually a really effective creature for drawing many cards each round and I do miss it. However, I've found that having draw on an ETB helps us get our combos online much quicker. Same argument for Faerie Artisans, though Faerie Artisans might find its way back in at some point if I can find room.

Sunblast Angel: Potentially another one-sided boardwipe against more aggressive decks. Just be careful when using it with Eldrazi Displacer.

Panharmonicon: Although I admittedly haven't test it as thoroughly as I would have liked, I also found that many of my creatures don't really benefit all that much from getting two ETB triggers. Drawing 5 cards off a muldrifter instead of 3 might be nice, but is not super relevant when you already have a full hand. While these four draw creatures, the two main ramp creatures, the few removal creatures, and some of our tutors get varying amounts of value with this card, It does nothing to increase the value of many of our other key blinkers including Lavinia of the Tenth, Draining Whelk, Nevermaker, and Glen Elendra Archmage. That and it doesn't get value the turn it comes into play (and I don't get to cantrip off it like I would with something like Conjurer's Closet).

Restoration Angel: Even though it's a sweet card in other constructed formats, I have found that I usually just end up using it like a four mana Cloudshift. The body isn't usually extremely relevant here. It was replaced by Illusionist's Stratagem (which is a combo piece).

Fiend Hunter: There's actually a lot that could be done with this card. It's a cheap way to get rid of a creature on a stick, can exile permanently given the right conditions, and works well with something like Crystal Shard to exile your own things get even easier ETB's. Recently though, the deck has moved more to focusing on protecting our own creatures and doing powerful things at instant speed rather than lightly interacting with our opponent at sorcery speed. Since the creature does come back when Fiend Hunter leaves the battlefield, I usually find myself looking for a different answer for problematic creatures and this gets stuck in my hand.

Sacred Mesa (and other token generators): Even though I use Ephara as a reliable draw engine, my mana is usually fairly tight in the early-mid game trying to establish a board presence with , , and mana creatures. I usually don't want to spend the extra mana to make a token every turn when I'm already cantripping off my other creatures and once I get to the point where I can afford to, I've likely got enough cards in my hand. Even if I didn't haven't to spend the mana, I'd usually rather have another Mulldrifter effect (same as with Saltskitter or Thraben Doomsayer).

Stonehorn Dignitary: This card would be great for metas that are more agressive and have more creature based decks. However, I'm playing in a meta that's more blue right now. Lavinia of the Tenth and Knight-Captain of Eos do similar things to this for most of where I play and both are more reliable and easier to tutor if needed in a pinch.

Moorland Haunt: I don't really have a good reason that this isn't in here other than I don't like exiling my own things in this deck when I could just dig up a Karmic Guide. The same reasoning applies to Snapcaster Mage and Torrential Gearhulk. While it's probably correct to play them, I don't think I could bring myself to.

Deputy of Acquittals: Since I'm playing Whitemane Lion and Stonecloaker, there may be a question on why not this card. Simply because of the word "another". Not being able to return itself is a real downside as that tends to be a lot of my use of Whitemane Lion (getting that extra card off of Ephara).

Cloudblazer: Was cut for Unesh, Criosphinx Sovereign as it can be searched up with Thalia's Lancers and just haven't found the need for another card draw ETB creature. Perfectly reasonable creature though.

Familiar's Ruse: I like to have more control over when my creatures leave the battle field to go to my hand and I don't like getting trapped into situations where I would have to bounce a creature back to my hand that I really wanted to have on the battlefield. Typically blink is what is used in this deck to abuse ETB's because it's much cheaper than re-casting the creatures and bounce is reserved for protecting our creatures.

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Date added 6 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

53 - 0 Rares

14 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.51
Tokens Bird 1/1 W, Construct 0/0 C, Illusion */* U, Manifest 2/2 C, Phyrexian 2/2 B, Soldier 1/1 W, Treasure
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