True-Name Nemesis has been destroying what was previously a fun, interactive, enjoyable, challenging, refreshing, bold, dynamic, crisp, endearing, touching, high-powered format.
It connects without fail, blocks 101% of the creatures in the game, and cannot be targeted by any removal spell. It chortles in the face of Starstorm, Earthquake, Plague Spitter, and other similar effects. This "just-a-beater" 3/1 for 1UU has removed more interaction from the game of Magic than Mike Long.
This deck is an attempt to rectify that situation.
Flanking doesn't give a red cent about protection; it does not target, it does not enchant, it does not block and it does not damage -- but most importantly, it does not forgive nor does it forget. Aside from the massive army of 1-toughness creatures this deck eliminates on sight, it also makes use of the fact that Flanking is not a redundant ability. Each Instance Of Flanking Triggers Separately, so a creature with "flanking flanking flanking detain" will not only detain a permanent on entry, but will happily give that permanent -3/-3 if it tries to block later. Sidewinder Sliver and Cavalry Master are the fearsome backbone of this despicable fact.
The tutoring power of Sunforger has always never been questioned or answered, so this deck does both while leaving neither unsatisfied. It tutors for what you need, when you need it, which sometimes tutors for Enlightened Tutor, which also tutors for what you need, when you need it, even if it takes until your next draw step to actually hold it in your hand. It finds burn in the form of Skullcrack and Lightning Helix, both of which should always be cast on the same turn in the correct order. It tutors for removal in Path to Exile and Lightning Helix, whose relative casting order is generally not crucial.
The enchantment suite is divinely inspired. Crackdown prevents the fattest fatties from ever untapping, at all; even Emrakul is beholden to its mystique. However, what gives your team of flanking flanking flanking creatures the true upper hand is Invasion Plans. Invasion Plans essentially gives every creature in your deck the ability to Provoke without targetting, ensuring that problematic creatures never need to exist on your opponent's side of the board. The effect only appears global to the untrained eye; indeed, once you've eliminated the opponent's board of any and all relevant creatures, their ability to capitalize on this effect is non-existant.
And the creatures are elegant and firm, yet pliant and attentive to your emotional needs. Knight of the Holy Nimbus fights off more cromulent removal spells than can be listed within the span of a mortal's lifetime. In multiples, I've watched it invalidate entire Maelstrom Pulses; it stands tall and proud, fearless as players cast Day of Judgment or its silvery cousin Supreme Verdict. Zhalfirin Crusader throws all combat damage back to the opposing creature or player who deign assign it. Knight of Valor ensures that no opponent ever keep such lofty rubbish as Ember Hauler or Deathrite Shaman in play. And our maindeck Commander; the guest of honor, the master of ceremonies, the lord of the manor, the king of New York, Telim'Tor sees to it that in addition to flanking flanking flanking, a healthy dose of bushido is evenly distributed on your creatures as a layer of zesty mayo across the lightly-toasted twixt-region of a roast beef hoagie.
This deck. This deck invalidates.