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His Royal Highness of Blinkalot! *PRIMER*

Commander / EDH Blink Casual Control Multiplayer WU (Azorius)

NV_1980


Welcome to His Royal Highness of Blinkalot !

Hi there! Welcome to the primer of my Azorius, control and ETB deck; commanded by Brago, King Eternal. From the High City of Paliano, comes a politician of skill unequalled across all the planes. An orator that none could ignore, with arguments that dazzled all and negotiation skills that would encapsulate the worst of his adversaries. It is unfortunate that he came to pass early in his life, shortly after attaining the highest office in his career. Yet his spirit endured and lost none of the potency it had in life. In truth, he has always remained one of THE great powers within the Azorius guild. Sure, … some say he is but a puppet of Fiora’s Custodi order. Some say, his spirit was hunted down and destroyed by the planeswalker Kaya. Do not listen to these nay-sayers, as all of them were deceived. For a long time, our king retreated into the nether realms to study ancient powers beyond the veil, and now he has returned. Strengthened by immense knowledge, awakened, by the transgressions of the unjust, the foul acts of the unrighteous and the corrupt. He returns to the hunt, placing his comrades and magical powers in battle when it best suits him. All manner of dark creatures and magic users beware … for your doom has come! This deck is meant to be played casually. It’s not meant to be used in a competitive fashion, but of course I welcome anyone to try! Feel free to comment on anything you (dis)like throughout this primer; I hope you will enjoy it!

Enter-the-battlefield triggers of permanents are usually a one-shot deal, which is why many of them are good at providing something useful at relatively low-cost. However, when such triggers can be repeated, then even seemingly innocuous boons suddenly become a whole lot more dangerous to the opposition. Sure, it requires Brago to damage our foes, but there are ways to ensure this happens relatively easily. And when you’ve got a deck tuned to this kind of advantage, there is so much potential for value every turn from him blinking permanents out of and back into existence, it can become right out slightly ridiculous. On top of his prime power, Brago’s a capable combatant as a 2/4 flyer and costs a reasonable price to summon.

I use the following ten parameters to determine the strength of the deck. For each, I allocate a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad); when totalized this score represents the power rating of the deck (maximum score is 50 points).

  • Mana: indicates the availability of mana sources within the deck.
  • Ramp: indicates the speed at which mana sources within the deck can be made available.
  • Card Advantage: indicates availability of filter- and draw resources represented within the deck.
  • Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
  • Combo: indicates the measure of combo-orientation of the deck.
  • Army: indicates the deck’s creature-army strength.
  • Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
  • Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
  • Resilience: indicates whether the deck can prevent and take punches.
  • Spellpower: indicates the availability and strength of high-impact spells.

Mana: 3

The number of direct mana-resources available in this deck is rather average, compared to my average deck. Currently there is room for three rocks, two artifacts that cheapen casting and one enchantment that relinquishes treasure tokens whenever my opponents try to draw something without paying for it.

Ramp: 1

Some cards were added to find lands for me; one of them is a one-shot deal (though that can change with Brago’s help), two of them can be repeated without the need for additional resources.

Card Advantage: 5

One of the deck-aspects at which the Azorius guild really excels. To ensure decent availability of resources, I’ve added seven direct draw options (taking into account that most of these should be cheap to use, which at least half of them are), two filter options, four tutors (these are in here to get a better chance at enabling a combo) and a single option to steal my opponents’ stuff.

Overall speed: 4

Pretty good, I’d say. In total, the number of spell-casting resources available in this deck amounts to twenty. With an average CMC of just over 3, this means we have a decent chance at kicking off well within the first few turns and retain momentum.

Combo: 4

Ow yeah, this deck can screw around with several things. Some combinations in here can grant infinite mana, while others can grant infinite blinks or even infinite turns. Then there are some combos that allow me to steal everything or put the rest of the board in a stasis lock.

Army: 2

In terms of combat power, this deck does employ a few minor-battlecruiser type cards. However, the vast majority of this deck’s creatures provide utility and inhibition value. A fair amount of creatures make up the deck’s army though, so it’s definitely not powerless.

Commander: 2

I seek to gain as much ETB value from blinking as possible, and Brago is the ultimate enabler of this. Not having him around is therefore seriously detrimental to my plays. I have included some back-ups for this kind of power, but it’s nowhere equal to his.

Interaction:

Seems to me there’s a lot of that in this deck. First there’s the eight options for spot removal; some against multiple permanents simultaneously. There’s also some sick mass inhibition and removal in here. Then there are three cards that restrict opponents’ spell casting and four cards that restrict the uses of permanents or entire phases within turns.

Resilience: 3

An excellent way to protect my permanents from harm, is by blinking them when they become the target of opposing spells/abilities (three options). Then there’s way to grant my permanents protection from specific colors, grant them hexproof and even (temporarily) phase them out of reality. Last but not least, lifegain can recoup some life lost.

Spellpower: 3

Blinking back-up is provided by creature- and non-creature options in the form of instants and a planeswalker. I added some spells that can grant me an extra turn or two, a few high-powered wipes and let’s not forget the spells that can lock-down entire boards.


Total power score: 31

Scores a little above average. Good combination of resources and speed and featuring a lot of interaction, which doesn’t just make it versatile and powerful but a lot of fun to use too. This deck can get crazy once its board-state is allowed to get out of hand. It hold its own in the average multi-player game.

The Azorius guild does very well in the inhibition department. There’s a plethora of ETB-cards available to them that are excellent on this front. In order to utilize these cards to the best of my ability, I need an early Brags’. Also, I need the means that will allow him to survive for more than a turn or two. Whether I choose to prioritize some early ETBs versus my commander doesn’t really matter all that much with regards to a game’s outcome if I keep to the mantra of him appearing during the early game. Once he’s there, and I’ve got some inhibition options available to me, the mid-game starts and it’s time to pick priority opponents and harass them first. Focusing on one or two at a time works best, but if the entire table decides to turn against me, it’s still a survivable predicament in some cases (though picking out (temporary) allies at this point greatly increases my chances at survival (and winning)). I’ll keep doing this until either my opponents have been destroyed or I get the chance to combo-off and get some hilarious situation going.

At least three cards in the starting hand ought to be lands (or two lands and a cheap-to-cast rock like Arcane Signet, Mana Vault, Sol Ring, Pearl Medallion or Sapphire Medallion). This is a must; I’m not going to start a game without this hand (even if I have to mulligan down to three cards). The ideal hand would also contain some additional ramp and/or low-cost draw options.

There are some ideal early-game cards in here that I always prioritize. First and foremost are any of the cheap rocks I mentioned in the previous section, as well as cheap ramp like Land Tax and Weathered Wayfarer. Then there’s some taxation options that can be used almost immediately to great effect, like Esper Sentinel and Mystic Remora (or Smothering Tithe if I‘m even luckier). To prepare for Brago’s arrival, I also like to prioritize cards like Mother of Runes, Grand Abolisher and Swiftfoot Boots.

Now I want to get my beloved commander as well as some early inhibition become available. If possible, I summon Brago, King Eternal along with stuff like Aqueous Form, Spirit Mantle, Steel of the Godhead or Whispersilk Cloak. Doesn’t really protect him against spells/abilities but turns him into an unblockable attacker which is very useful to damage my opponents and have him blink my permanents. Speaking of those, depending on how fast my opponents are at building up a board-state, I choose what blink food appears first. If they’re fast, I’ll usually prioritize inhibition over additional resources. These would be cards like Glen Elendra Archmage, Reality Acid, Reflector Mage, Soulherder, Stonehorn Dignitary, War Priest of Thune. However, if my opponents are relatively slow, I might as well take the time to drum up some more resources and make my mid- and end games that much more of an overkill. Cheap-to-cast options would then include Augury Owl, Charming Prince, Solemn Simulacrum or even Recruiter of the Guard. Lastly, it would be really beneficial if I could get a doubling effect of ETB’s in here at this stage; to turn the ridiculousness of it all up a notch. Strionic Resonator or Panharmonicon would be absolutely gorgeous.

Time to single out one or two opponents and put down the hurt. Aside from some of the blinking options already available by now, I should have enough resources now to get some bigger fish around to support my strategy. For some inhibition/removal, I can use Azor, the Lawbringer, Rishadan Brigand and Spine of Ish Sah. For some additional resources as well as some protection/recursion I now have the means to summon and abuse Ephara, God of the Polis, Resolute Archangel and Sun Titan.

Aside from having Brago around to blink my stuff, this is also the phase to build in some redundancy (if I haven’t already) and get some more blink enablers in here. Eldrazi Displacer, Felidar Guardian or Venser, the Sojourner can help here. Eerie Interlude and Ghostway have also been included as one shot blinking deal. I’ve got a soft spot for Vedalken Mastermind in this deck as well. Not a full-on blink enabler but it often beats using him to help me evade removal of a permanent I like using.

By now I should have been able to blink enough to make life much harder for several my opponents; some of which may have expired resulting from said blinking. In terms of combat, the critters within this deck have also dealt decent damage by now (hopefully helped along by the use of Cathars' Crusade). So, with a little luck, during this stage I will draw into card-combinations that allow me to combo-off with infinite mana, creatures, turns or whatever else.

  • Brago, King Eternal + Mana Vault/Sol Ring + Strionic Resonator: this combo requires Brago managing to have his ability triggered and an untapped Ring/Vault. Brago’s ability lands on the stack. This triggers Resonator. Tap Ring/Vault to provide mana to activate Resonator (which also taps) and copy Brago’s blinking ability. The copied blinking ability lands on the stack. Now resolve the stack, starting with the copied blinking ability. This blinks Ring/Vault (as well as any other non-land permanent one would want to do this with) and Resonator; they each return to the battlefield untapped, which allows for repeating the copying of Brago’s ability with Resonator again. So to summarize: infinite blinks (and infinite colorless mana if I use Vault, as it nets one per cycle)!
  • Eldrazi Displacer + Peregrine Drake: tap 3 (colorless) mana to activate Displacer’s ability and blink Drake in and out of existence. His triggers Drake’s untap ability and allows me to untap five lands. Rinse and repeat for infinite untaps (and thus infinite mana).
  • Eldrazi Displacer + Gilded Drake: this combo is really swanky; Displacer is unique in how its blinking ability works, in that it can target a creature I do not control, blink it and then return it to its owner’s (my) control. In other words, it can retrieve creatures that are stolen from me. In Drake’s case, it returns a creature that I willingly gave to an opponent, only to exchange it again (maybe with the same opponent) for something else I want to steal!
  • Static Orb/Stasis + Sword of Feast and Famine + Brago, King Eternal: with Brago around and damaging opponents, this combo locks up my opponents for the most part, while Brago’s blink allows me to untap all non-land permanents without the need for an untap phase. Add Sword to the mix, and I even manage to untap all my lands after a successful attack (please note that without Sword, this combo will fail if I am using Stasis and I don’t have an artifact available that can provide during my upkeep).
  • Static Orb/Stasis + Vedalken Mastermind: at the end of my turn, I summon Orb/Stasis; I make sure to keep available. During my last opponent’s turn, I use Mastermind’s ability to bounce Orb/Stasis back into my hand. Rinse and repeat during my own turn.
  • Archaeomancer + Brago, King Eternal + Cyclonic Rift: this combo requires Brago managing to have his ability triggered, Rift in my graveyard and the means to generate at least 6. So Rift was either already used, milled or discarded before. When Mancer is blinked, I use the ability to return Rift to my hand and cast if after, bouncing all opposing non-land permanents. If at least one opponent is kept from summoning a flying blocker the following turn, these steps can be repeated every turn.
  • Archaeomancer + Brago, King Eternal/Felidar Guardian/Soulherder + Time Warp/Temporal Manipulation: when Mancer is blinked, I use the ability to return Warp/Manipulation to my hand and cast if after; allowing me a new turn after the current one. Presto, infinite turns!
  • Smothering Tithe + Stasis: this is a neat little trick to keep the board in Stasis lock, without me having to worry about having enough mana available to pay for the necessary upkeep costs.
  • Felidar Guardian + Clever Impersonator/Phyrexian Metamorph + Altar of the Brood: this combo starts with Guardian and Altar on the battlefield. Summon Impersonator and turn it into a copy of Guardian. This triggers the copied Guardian’s blink-power AND Brood’s milling power. Resolve the mill first and mill one card of all opponents’ libraries. Now resolve the blink and target the original Guardian. This triggers the original Guardian’s blink-power AND Brood’s milling power. Rinse and repeat.

Reliable sources of mana, and some utility:

The cards I use to accelerate mana-availability:

  • Arcane Signet: cheap-to-cast, doesn’t come into play tapped and grants me any Azorius mana whenever tapped.
  • Land Tax: many of the successes I’ve had in games featuring white, are owed to the presence of this card. In my view, arguably the best non-green land-fetching device that was ever created and it’s a staple in all my decks featuring white.
  • Mana Vault: a great accelerator in the early game, and absolutely wonderful when combined with Brago as he can blink Vault and thereby untap it (saves me the cost of untapping it in the conventional way).
  • Pearl Medallion: cheapens all my white spells; score!
  • Peregrine Drake: this guy basically comes into play for free, provided I start out with enough land-based mana to summon him. But if I also manage to blink him afterwards, that’s 5 land untaps for free.
  • Sapphire Medallion: cheapens all my blue spells; score!
  • Smothering Tithe: pay taxes for drawing! You don’t want to? Thank you for the mana!
  • Sol Ring: are there EDH decks without this card?
  • Solemn Simulacrum: this guy gets a lot more interesting with Brago around, as we can now land-fetch with him whenever he’s blinked. Too bad the card draw only gets triggered upon his death, instead of him leaving the battlefield.
  • Weathered Wayfarer: fetches any land for me, not just basics, provided someone else currently controls more lands than I do.

The mechanisms that provide me with card advantage:

  • Archaeomancer: spell recursion is in a number of ways a great combo enabler; especially when we can ETB/XTB the hell out of this thing.
  • Charming Prince: filtering is the key to finding the stuff I need, so scrying on ETB is extremely useful, which can be repeated when blinking is applied.
  • Cloudblazer: not just card advantage, but some lifegain as well; definitely in here because she’s great blink-food.
  • Enlightened Tutor: success with this deck can depend a great deal on its enchantments and artifacts, so it’s a good thing we have some tutoring options for these.
  • Ephara, God of the Polis: guarantees free draw when Brago’s around, which is great.
  • Esper Sentinel: I get to draw unless you pay tax; most decide not to pay.
  • Gilded Drake: one of the greatest theft-cards MTG ever produced; cheap to use and allows me to steal whatever powerful creature you have (provided it doesn’t have hexproof/shroud at the time).
  • Mystic Remora: another wonderful tax-engine for whenever someone casts a non-creature spell; if they don’t (pay 4!), I get to draw. Sweet.
  • Mystical Tutor: thrown in here to find spells that would be needed in emergencies or to find combo-piece spells like Rift or one of the Time-spells.
  • Omen of the Sea: upon ETB, this allows me to scry and draw; perfect.
  • Recruiter of the Guard: allows me to tutor for some of the combo pieces I’ll be needing.
  • Sphinx's Revelation: superb spell to have handy in a pinch, when resources are tight; the lifegain is just gravy.
  • Sun Titan: helps me to recover the vast majority of this deck’s permanents whenever I manage to lose them.

When I don’t want you to use certain permanents:

  • Curse of the Swine: you’re all PIGS! Pigs!
  • Cyclonic Rift: gets rid of all opposing permanents except lands for a measly 7 mana; which is almost win-enabling by itself under certain circumstances.
  • Fierce Guardianship: potentially a free-to-cast counterspell; has wonderful applications for situations in which I am tapped out.
  • Glen Elendra Archmage: this wonderful girl provides me with two counterspells at negligible cost; but if I blink her, her -1/-1 counter (obtained through the persist mechanic) disappears; so … infinite cheap counterspells? Very nice!
  • Heliod's Intervention: gives me the choice to kill off a bunch of enchantments and artifacts; or just a whole lot of life.
  • Reality Acid: forced saccing of any permanent I choose; such good removal; especially when it can also be blinked (and thus re-used).
  • Rishadan Brigand: a decent combatant and untargeted forced sacrifice on ETB for every opponent. And not just creatures, but permanents; wow. Now imagine blinking this guy every turn.
  • Spine of Ish Sah: by itself, bit expensive a removal hardware, but Brago makes it much more cost-efficient.
  • Swords to Plowshares: your life gets increased, at least for a fleeting moment, yet your titan over there has been atomized into nothingness forever!
  • War Priest of Thune: breaks a spell on ETB; powerful when combined with blinking.

This is how I protect myself from harm until I can bring down the hammer.

  • Aqueous Form: used to protect Brago during attacks; allows for scrying as well.
  • Azor, the Lawbringer: aside from him being a repeating Sphinx's Revelation, he prevents some major spell-casting opportunities for my opposition; downright killing if I can blink him and the death of anyone using a spell-slinging deck.
  • Grand Abolisher: you’re responding with a counterspell? In my turn? I think not.
  • Lavinia of the Tenth: if your army relies on high-cost permanents, this wonderful person (combined with Brago) will help me to stop all of them.
  • Mother of Runes: protects my permanents from targeted removal or other nastiness.
  • Reflector Mage: this is mean when blinked, as it can basically be used to prevent an opponent from casting (and using) their commander. Gets even more awesome when there’s blinking redundancy available, so that multiple commanders can no longer be used.
  • Resolute Archangel: recovers my starting life on ETB, which is just hilarious when it can be repeated.
  • Spirit Mantle: great protection for an attacking Brago.
  • Stasis: no untap phase for anybody; combines very well with Brago as he blinks (and thereby untaps) all my (non-land) permanents when he successfully deals damage to opponents.
  • Static Orb: almost as restrictive as Stasis, but does not require upkeep cost to survive.
  • Steel of the Godhead: makes Brago a hell of a lot tougher, unblockable and allows for draw on top of it all.
  • Stonehorn Dignitary: helps me to stop the strongest army from messing with me during combat; becomes crazy effective when blinked.
  • Swiftfoot Boots/Whispersilk Cloak: additional protection for Brago.
  • Sword of Feast and Famine: protection for Brago; also allows Brago to attack opponents featuring either of the colors for which Brago gains protection with impunity (so guaranteed blinking trigger).
  • Teferi's Protection: wonderful card to protect my board-presence in case someone decides to try and wipe it out.

And then there are these cards I also enjoy using in this deck.

  • Eerie Interlude/Ghostway: one-shot mass blinking spells.
  • Eldrazi Displacer: such a good card for multiple reasons. First off, it’s activated just by paying mana, so as long as I have the resources, I can keep blinking creatures with this (especially funny if I manage an infinite mana combo). Second, I can blink creatures controlled by opponents and return them to their owners. That may not sound like much of an advantage, but it can be downright nasty. For instance, this means it can return stolen creatures (which is also a great political tool) to their owners. When blinked, creatures also lose all counters placed on them, and that’s usually a bad thing for creatures we oppose.
  • Felidar Guardian: unlike Brago, this wonderful card can blink any permanent (so even lands!), yet only one at a time though. It requires an ETB though, so it needs a combination of other cards to make the whole concept more powerful.
  • Soulherder: blinks a creature near the end of my turn; the least impressive example I have as a redundancy for Brago, but still quite useful. Also, if we do not blink it, Brago’s blinking can make it very strong quite quickly.
  • Venser, the Sojourner: helps my overall strategy in three ways; he’s a blinking back-up for Brago, he has an ability that can make Brago unblockable and his ultimate gives me an excellent inhibition mechanism.

And then there are these cards I also enjoy using in this deck.

  • Jace's Mindseeker: the ability featured by this card has been proven very unreliable in past games. Sure, it also has some combat power, but there are better options if this were what I desired. Decided to scrap it for something more reliable.
  • Mentor of the Meek: was featured in this deck at some point for card-advantage purposes, but removed in order to switch it out for a mechanism that didn’t require me to pay additional mana.
  • Reveillark/Karmic Guide: nice recursion tools and enablers of some (infinite) combos; both featured in the deck at some point but relatively expensive to cast. I found during play I didn’t need recursion options like these all that much, as the deck featured enough different tools to inhibit/defeat my opponents anyways.

I appreciate the time you took to read my primer. Hopefully it was entertaining and useful to you. If so, feel free to leave a +1 and/or feedback of any kind in the comments below. Thanks again!

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Casual

99% Competitive

Date added 6 years
Last updated 3 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

19 - 0 Mythic Rares

40 - 0 Rares

14 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.03
Tokens Boar 2/2 G, Emblem Venser, the Sojourner, Treasure
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