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Roon of the Hidden Realm - Flicker Commander

Commander / EDH GWU (Bant)

mjdgoldeneye


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The main strategy of this deck is to abuse powerful enter/leave-the-battlefield effects through Roon's ability and the many 'flicker' abilities present in Bant colors. The most direct win condition is to successfully play Craterhoof Behemoth when you control 6+ creatures. You can often eliminate 1-2 players with one use of Behemoth, and you can use his ETB effect again by flickering him one of many possible ways.

Without Behemoth, you should still be able to smother other players with wraths and counters, allowing you room to attack with several of many large-bodied creatures in the deck. There's also the Peregrine Drake/Deadeye Navigator combo that is made easy with a few tutoring abilities available in the deck (including a reusable one featuring Brutalizer Exarch and any flicker effect).

Key Synergies:

Perplexing Chimera + Roon of the Hidden Realm (or another, similar effect)

--- Roon's ability returns the creature to play under owner's control, meaning you can steal a spell and immediately grab the Chimera back to do it again later.

Angel of Serenity/Fiend Hunter/Detention Sphere + Flicker while ETB ability is on the stack (w/ Momentary Blink, Restoration Angel, etc.)

--- Flickering any of the above while its ETB ability is on the stack causes its leave-the-battlefield effect to trigger and get placed on the stack so it resolves first. Because the permanent is considered a new permanent when it re-enters the battlefield and the original incarnation has already left the battlefield before the original exile ability resolves, you end up permanently exiling something and getting to temporarily exile another permanent. In the case of the angel, you get to permanently exile three creatures and temporarily exile 3 more. Detention Sphere is in the same boat, respectively, and don't underestimate the power of getting rid of two varieties of common mana-rocks!

Ghostway/Eerie Interlude + Supreme Verdict/Day of Judgment

--- Destroy exclusively all of your opponents' creatures while triggering all of your own ETB/LTB effects.

Deadeye Navigator + Peregrine Drake

--- Infinite mana!* Pay for Navigator's ability while he's paired with the Drake, floating some mana from various lands, then untap some lands when he re-enters. Repeat this for as much mana as you wish. This enables you to pair Navigator with any other card that has an ETB ability, which you can trigger infinitely with your infinite mana. All of this can be done at instant speed without losing the opportunity to get priority, meaning, for example, you can get infinite counterspells with Mystic Snake or Glen Elendra Archmage. You can exile all creatures targetable by Luminate Primordial or Phyrexian Ingester. Or, you can just win the game with Craterhoof Behemoth.

The unfortunate thing is that, though you can make nigh-infinite tokens with cards like Armada Wurm or Thragtusk, you lack the ability to give your creatures haste, meaning that, if you go this route, your arbitrarily large pile of tokens will have to survive a round of turns. The good news is that, if you've got enough mana, you can get the party started during the end-step of an opponent's turn via Alchemist's Refuge if you drop the Drake or Navigator and have enough left over to pay Navigator's fee.

*Ok, so you need to pick some massive, finite number so you can move onto doing something useful with the mana. However, something like 8 billion should suffice.

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99% Casual

Competitive

Date added 6 years
Last updated 5 years
Exclude colors BR
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

51 - 0 Rares

22 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 4.02
Tokens Beast 3/3 G, Copy Clone, Emblem Venser, the Sojourner, Wurm 5/5 G w/ Trample
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