Introduction

Hello and welcome to my Aminatou, the Fateshifter primer. This is my 75% flicker toolbox control deck that seeks to abuse permanents with ETB effects with Aminatou's -1 ability to control the board while gaining value to get closer to victory. "Flicker" is the nickname (alluding to the effect of its namesake, the Urza's Destiny card Flicker) for exiling something, then returning it to the battlefield. With the introduction of Aminatou, esper has brought flicker to a whole new level. In the past, flicker generals like Brago, King Eternal or Roon of the Hidden Realm are limited by the lack of haste or some kind of restriction like requiring the combat step. Aminatou, the Fateshifter eliminates most of the problems those commanders faced as she can activate the flicker ability immediately, costs only 3 mana, dodges creature removals, targets permanents, and is part of an infinite combo suite. Access to black meant increased consistency in assembling any synergies or combos due to unrestricted tutors. Having access to black also meant an easier path to an infinite combo payout unlike Bant or Azorious.

Her Story

Aminatou's magic revolves around fate and the manipulation of destiny. She can perceive the matrix of fate and foresee the destinies of others. Aminatou's spark ignited at an incredibly young age, and for seemingly no reason at all. If one were to ask her why it did so, she would answer, "Because I foresaw it would one day, and I decided I didn't want to wait for that."

Like all eight-year-olds, Aminatou is playful and fickle. Her own destiny is something she toys with on a daily basis; some days she'll grow up to be a singer, other days a powerful wizard, some days a trainer of beautiful beasts and other days a conquering queen. She is young, but because of her powers, possesses the knowledge of a lifetime. That knowledge is often offset by her childlike capriciousness—it may be one thing to wield great knowledge, but utilizing it can be difficult when one still has the decision-making skills of a child.

Aminatou is mercurial but not impulsive, and pragmatic despite the chaos she leaves wherever she goes. A child's logic guides her choices for now, and while those who know her are certain she'll grow out of it, the results of her current temperamental nature can be worrisome. Aminatou's independent nature often gets the better of her; her parentage is a mystery in that she only ever has them when she wants to be taken care of.

Source

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Aminatou Analysis

+1 Draw a card, then put a card from your hand on top of your library.

Her +1 ability essentially gives us a virtual eight card handsize as it allows us to foresee the next draw, and if it's a good card, exchange it with a card we don't need this turn. This means we can setup a miracle spell, play something relevant, and also shuffle away a bad card with our fetchlands. All cards that put things on top of our library like Volrath's Stronghold and Vampiric Tutor also becomes significantly better. Since this deck's primary theme is flicker, her top deck manipulation ability will act as a strong enhancement to our overall gameplan.

-1 Exile another target permanent you own, then return it to the battlefield under your control.

This is the ability that this deck is based upon. Other than the obvious synergy with ETB effect permanents, there are other tricks this ability can do. The keyword here is own, which is completely different from control. This means that cards like Gilded Drake becomes obscenely powerful and is a Homeward Path effect at the commandzone. Another keyword is permanent, which means lands can be targeted too. This means that ETB lands like Bojuka Bog becomes a repeatable graveyard hate and the landfall mechanic like that of Emeria Shepherd can be abused.

-6 Choose left or right. Each player gains control of all nonland permanents other than Aminatou, the Fateshifter controlled by the next player in the chosen direction.

This is a very unique ultimate for a planeswalker and will likely not get activated very much. Her ultimate serves as a panic button in my build when I'm severely behind in the game. The fact that Aminatou is still under my control after she ultimates, means that I can slowly get back my permanents over the next few turns. Another strong combo with her ultimate is Paradoxical Outcome/Teferi's Protection where you can cast it in response to her activation to retain all of your important nonland permanents in addition to gaining control off your victim's permanents. There is a way to make her ultimate useful but only with Oath of Teferi + Felidar Guardian combo and Aminatou needs one extra loyalty to be able to survive her own ultimate. This will give Aminatou infinite -1 flicker activation to be able to get everything you gave away back to our control.

General Strategy

The general strategy is to get the value engine going as soon as possible. The value engine consists of an ETB permanent and the combination of a constant flicker effect. Thankfully, we already have a consistent flicker effect in the commandzone. Treat the library as a toolbox and use tutors to get whatever is needed for the given situation. This deck can easily spiral out of control and play archenemy once the engine is set up and it is better to have some access to protection before taking off. This deck wins via out grinding the table by stripping away their resources slowly or infinite combo (see "She Controls Your Fate" section for more information). I seldom use the combat step to reduce the risk of running into any combat shenanigans that may kill my creatures but it is an option when the table is low on life.

Early Game (Turns 1 to 4)

Our Opening hand should include some form of card draw/tutor and ramp to be considered keepable. Only drop Animatou when the coast is clear with some kind of ETB permanent like Baleful Strix in play for her flicker to generate value. Depending on the draw, aggressively tutoring for card draw ETB permanents is key in keeping us in the game.

Mid Game (Turns 5 to 8)

This is where we start to go off. Keep the board clear of threats, deploy more permanents with disruptive ETB effects to set up an engine to control the board, and generate more gas by flickering permanents that generate card draws which we should have been aggressively tutoring for early game. There is also many chances to combo off to win at this point with the numerous tutors present in this deck.

Late Game (Turn 9 and Beyond)

It is very rare that we will lose at this point if none of the engine is significantly disrupted. If we were to fall behind in our boardstate due to the table ganging up on us, we should work towards getting Aminatou's ultimate off and take over the player with the most threatening boardstate.

Assembling her Toys

There are several synergies in the deck that can form a pretty backbreaking engine if assembled. It is usually too late by the time my opponents realized what kind of trouble they are facing. What makes the engine so scary is the recursive element of it where it just keeps looping itself over and over again till my opponents run out of resources:

Yorion is Her Favorite Toy

Yorion, Sky Nomad is a great addition to the deck and essentially forms a self-sustaining engine that gets more value as more permanents are added to the board. The engine lasts every other turn including opponents' and is fairly difficult to break up once I have my shields up. The following are cards that return Yorion to play immediately which means Yorion will be left exposed through opponents' main phases while my other nonland permanents will remain in exile:

The following are cards that return Yorion to play at the beginning of the next end step which means Yorion will be exiled through opponents' main phases while my other nonland permanents will remain in play:

Even though I do not include this in the deck but I feel like I should mention this in case anyone is interested in the stack interaction for Detention Sphere with Yorion:

  • Parallax Wave/Felidar Guardian + Detention Sphere = Permanently exile a nonland permanent. Yorion exiles Felidar and Sphere, then return EOT. Let Felidar's flicker ability resolve first to exile Yorion with Sphere's exile ability on the stack (targeting an opponent's nonland permanent). Yorion then exiles Felidar and Sphere again. Because Sphere has already left play with the exile ability still on the stack, the second part of the leave play ability will fizzle. Repeat ad nauseam.

She's Done Playing

The following are cards that makes the above engines so disruptive and backbreaking:

Win Condition A

The following is the most efficient and fastest way to close out a game with Altar of the Brood to mill everyone out to death:

Win Condition B

With the printing of Thassa's Oracle, Aminatou has another great two-card win condition that can be easily assembled with the plethora of tutors we run. Both cards fit really well in the deck by themselves so including this win condition makes sense:

Win Condition C

The following are another easy and efficient two card combos involving infinite Turns with Temporal Manipulation:

Win Condition D

The following win conditions generate infinite mana and ETB triggers but require more moving pieces and setup including having a payout like Altar of the Brood, Sunscorched Desert, Baleful Strix, or Agent of Treachery:

Please upvote if you enjoy the list!

Suggestions

Updates Add

Made a couple of changes...

  • Removed Rishadan Brigand for Sun Titan: Rishadan overall feels too clunky and low impact and better fit in a deck helmed by Yorion. Sun Titan seems like a good card here with many relevant targets to hit.
  • Removed Parallax Wave for Gideon of the Trials: Parallax wave was phenomenal when the boardstate is overcrowded with creatures. I now often times find it stuck in my hand or being a little too clunky. Gideon is a card I'm testing out to buy me extra time and also creates an additional hurdle for opponents to jump through to win.
  • Removed Smothering Tithe for Animate Dead: Tithe just isn't doing enough in a deck without any wheel effect. Feels clunky too often. Animate dead can hit creatures greater than 3 cmc that Sun Titan can't hit.
  • Removed Rhystic Study for Narset, Parter of Veils: My playgroup has wisen up to rhystic and it's no longer a reliable draw engine. Narset gives me immediate value and can prevent opponents from drawing additional cards.
  • Removed Terminus for Ashiok, Dream Render: Terminus is often a dead card in my hand and I feel like having two boardwipes (rift and winds) are more than enough with all of the tutors I have. Ashiok is another great disruption piece to test out.
  • Removed Mulldrifter for Oath of Jace: Oath feels relevant now that I've added some walkers and animate dead which means I can potentially discard a higher cmc creature like Agent of Treachery and cheat it in early game.

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