pie chart

Brago, King Eternal + Tech

Commander / EDH Blink WU (Azorius)

Cocoapuffs


This is a pretty straightforward Brago, King Eternal blink list; play good stuff, play it again, and laugh your way to the bank! I'll do a whole in depth deck tech and explain as many nuances as I can remember while at work. We'll start with the basics.

This is a blink deck, the idea being to take advantage of "Enter the Battlefield" triggers and similar effects by simply having your permanents leave and reenter. We'll start by breaking down the commander, and then each section of cards.

Brago, King Eternal

Brago is probably the most iconic blink commander and there are some good reasons for that. Being a 2/4 with flying is an okay rate, small flyers do really get in for alright chip damage over the course of the game and you will most times be able to make contact with one person.

The combat damage trigger is obviously where the real power comes in. First off, the obvious is that you blink things with enter the battlefield triggers and get accumulative value that should put you ahead. Being able to draw 2 or more cards off of a 2 mana creature is strong, and removing a bunch of your opponents permanents with one can put you so far ahead. And the gravy on top is that the permanents you flicker will enter untapped most of the time! This means you get to untap all your silly little creatures that attack, and still get combat damage from them. Potentially more importantly, you can also flicker your mana rocks after having used them for mana and tap them again to squeeze out extra mana on your turn! Overall, Brago has a lot of little advantages that can make him potentially very powerful.

Next is the meat of the deck, I will divide it into the most important sections and mention every card in the list for an explanation. Some cards may be listed more than once because they fit into multiple sections.

This is probably the smallest and simplest section. The capacity to flicker mana rocks just makes already good cards so much better, so we stick to what works. Importantly, we also try to keep a lot of ramp at 2 mana so we can play our commander on turn 3. We also have a couple of other value pieces to get ahead on lands.

Mana Rocks

Sol Ring

Arcane Signet

Azorius Signet

Fellwar Stone

Mind Stone

Talisman of Progress

Thought Vessel

In addition to our pretty rock collection we have a couple boys with goodd ETBs, having lands in play is generally better than having mana rocks so we'll have a bit of a mixed bag. We have two for this:

Solemn Simulacrum and Knight of the White Orchid are both good cards on their own, we run a total of 10 basic lands in the library so the sad robot has many targets to choose from. The knight is a little more narrow, an opponent must control more lands which you can't necessarily always guarantee however it is NOT specified that the land must enter tapped or that it must be basic. This means that you can also grab Hallowed Fountain, Prairie Stream or Irrigated Farmland because they have Plains in their type line.

In addition to being able to play some additional lands we also have the capacity to untap our lands at opportune times. We run two ways to do this. Cloud of Faeries and Peregrine Drake are your two pieces, they are simple but become powerful.

We also run a silly lil' Myriad Landscape.

Lastly, we have the ONLY gamechanger in the deck. Grand Arbiter Augustin IV is an insane card, it puts you ahead in mana and your opponents behind. It's likely the only card in the deck that doesn't contribute to the main strategy. That being said, being ahead on mana lets you play out your strategy and slowing your opponents down protects you in some ways.

This is a pretty easy section, we have an abundance of ways to cycle through the deck with cheap permanents that propel us forward. It's a little easier in this deck to run small things that draw you a single card, as you can hopefully keep reusing them to refuel your hand. Some clearly are better than others.

For simple ETB draw a card we have:

Helpful Hunter

Spirited Companion

Wall of Omens

Inspiring Overseer

Sea Gate Oracle

Elite Guardmage

Cloudblazer

Mulldrifter

In addition to that, we have some others that are also pretty straightforward but have slightly more utility than just being a creature!

Aether Channeler is a very powerful card that can provide multiple bodies, disrupt opponents and draw you cards. It has an insane amount of utility. 10/10.

Confounding Conundrum is a neat way to to disrupt certain strategies and a fair amount of commonly played ramp spells like Cultivate or Exploration in addition to just giving you a card. Slowing opponents down so much as a side-effect of drawing a card is great!

Proft's Eidetic Memory I think is a very cool card that protects our hand size and can make creatures huge sometimes.

Roiling Dragonstorm gives us two cards and a discard, the sheer quantity of stuff you see makes it better and we have some recursion to bring back anything important we might lose.

Unquestioned Authority is an excellent card. It replaces itself when it comes in, and effectively gives a creature (usually our commander) unblockable. In addition, if we flicker it we can move it onto a different creature if we'd like to get in with something bigger.

Lembas gives us a bonus scry which I love to see, in addition we also get to shuffle our library which matters as we have so much scry power in this deck. Sometimes you want to reset your chance of drawing a card you put to the bottom, and this helps with that.

We also have a couple random bonus card draw effects on already good cards. I'll include everything that also has "draw a card" on it below.

Solemn Simulacrum on death.

Cloud of Faeries has cycling.

Angel of the Ruins has Plainscycling so we can pitch it for a land if we need, notably it can be a non-basic plains.

Marang River Regent has an Omen spell attached to it if we need to see some extra cards, and it shuffles back in.

We have an abundance of ways to keep our hand full, and we also have a few ways to fix the top cards of our library, I feel it's best to include them in this section.

Overwhelmed Apprentice gives us a scry for cheap while milling our opponents. Not only does it fix the top, it helps us to get a mill kill.

Charming Prince and Kutzil's Flanker are similar to Aether Channeler by having a modal ETB, however they only give you some scry instead of a draw.

Oji, the Exquisite Blade is very powerful in the deck, it enters and gives you some life while fixing the top of your library while ALSO being a piece of redundancy for your commander.

In addition to drawing cards, and fixing the top of the library I feel I should also bring up the recursion in the library. They still kinda put you up a card so I figure this is as fair enough place as any to include them.

Archaeomancer is a classic. Admittedly we're low on a count of instants/sorceries, however so long as you see one this can be repeatedly valuable. Being able to repeat Eerie Interlude or Ghostly Flicker can be challenging for your opponents to fight through.

Karmic Guide is incredibly powerful, getting any creature back and being able to do it repeatedly can make it challenging for opponents to stabilize. Echo can be a fairly large downside, as you'd have to pay that each turn after you flicker it.

Reveillark lets you return Karmic Guide as well as the vast majority of the other creature in the library. It is a leave the battle trigger instead of enter, so it can be a little awkward at times but returning an addition body is worth it.

Angel of Indemnity is a new favourite of mine, it's similar to Sun Titan but we can a little bigger stuff with it. Notably, it lets us a return a permanent which means we can also return lands and effectively ramp if we have any in the graveyard. It's good to be able to return any permanent type.

Elspeth Conquers Death has a trigger that's worth noting. You can also return The Eternal Wanderer with it which is excellent!

This section is a large percentage of the deck. It's a little gross, but part of our strategy is to control the board with our creatures and swing in on an empty board state. It's important we are continuously setting opponents back while simultaneously propelling ourselves forward. There's a fair bit to cover, so we'll start with our cheap instants.

Swords to Plowshares and Reality Shift are cheap and reliable, some of the best removal in the format.

Razorgrass Ambush   is narrow, but worth a mention. Only in the deck because it's an MDFC, you still get people with it sometimes.

Eiganjo, Seat of the Empire is not an instant, but it IS a land that doubles as removal. This is another kinda gotcha card.

Counterspell and Dovin's Veto are our resident counterspells, like the above: they're cheap and efficient.

Sink into Stupor   is the best of both worlds, it's removal and a counterspell! It only bounces to hand, but aptly timed it can be very advantageous. That being said, we mostly play it for the land side.

Next I'll include single target removal that's tied to permanents, these are what we'll be taking the most advantage of. We have a lot of different ways to interact with our opponents board, so I'll order them by the type of removal. First we'll do bounce, which is better than it seems. Unfortunately, our opponent's permanents won't be gone for good however they do have to find a way to play it even if it means reinvesting mana they already paid before. We can also return our own stuff to get extra ETBs off of better creatures.

Aether Channeler has been previously mentioned, and opens our bounce section. This card is stacked with utility.

Reflector Mage, after 5 years without changes in the standard format, was banned alongside Emrakul, the Promised End and Smuggler's Copter. This card is incredibly powerful. You can keep opponents off of their commanders indefinitely while you build up resources to deal with the rest of their strategy. I love this card.

Venser, Shaper Savant is a classic blue spell, he's a Sink into Stupor   on a stick. A pseudo counterspell that can make opponents attacks bad, good enough for me.

Marang River Regent is our big bad dragon in the deck, hitting 2 permanents from the board is a big swing, and you'll usually flicker it at least once the turn it comes down. It really can send your opponents back to the stone age.

Otawara, Soaring City has an activated ability that can bounce something in a pinch. Just having the option for so cheap is excellent.

After all our bounce shenanigans, we do have some real kill spells to make sure our opponent's permanent's stay dead.

Kutzil's Flanker is our resident graveyard removal, it's important to have at least one and ours has other utility and is repeatable.

Skyclave Apparition and Unidentified Hovership are both cheap ways to trade your opponents small stuff for worse small stuff. Notably, both exile your opponent's things which is usually the best form of removal.

Angel of the Ruins is one of my favourite cards, you can trade it for a land it or take two problematic permanents away forever. Being attached to a big makes it an excellent threat.

Elspeth Conquers Death lets us grab something big and meaningful every turn after it comes down, and if it survives a turn rotation you can keep the second ability active almost eternally. This card is nuts in this deck.

Witch Enchanter   is a great removal spell on a stick if we haven't played it as a land.

Demolition Field is a bit of weird utility, but being able to take out a problematic land is great and can pressure mana bases with more colours.

Additionally we have two big baddies that are amazing in this deck, and some of the best removal in the format. The only stuff that might be better than exiling your opponent's permanents is tucking or stealing them!

Agent of Treachery just takes your opponent's best things all of them time, and you don't have to give them back. It is a win condition all on its own, because you can steal you just use your opponent's. It's also the best way to deal with an opposing commander, because if they choose to kill it they've wasted their own removal spell on their thing. In addition, you also just get to draw a bunch of cards if you use it a bunch of times which is just great.

Riptide Gearhulk is an absolute powerhouse, it tucks a permanent from each opponent which disrupts not just their board state but also their capacity to draw into cards they may need or prefer. We also have a few ways to mill our opponents which just means their stuff effectively just dies, which is funny.

After all of that, we still have more. We are running two board wipes, we try to be light on them because we are so creature based and we're trying to get multiple instances of single triggers.

Cleansing Nova is just efficient. 5 mana to destroy a lot of stuff.

The Eternal Wanderer is kinda crazy in this deck, you have the choice as to what everybody keeps and then wipe everything else. It's also a sacrifice effect which gets around indestructible which is important to notice. Further, you can +1 them, exiling something good, flicker it in combat and then -4 after combat to wipe the board and have another thing come back in immediately after. Bonus points if you can bring something like Riptide Gearhulk or Marang River Regent to the battlefield to to turn it into an asymmetrical boardwipe.

In addition to all of our actual removal we do have a handful of ways to set opponents back in other ways, or protect ourselves in such a way that is disruptive. It's a little gross, but we have some ways to affect our opponents ability to use or cast their permanents.

Suture Priest provides us some bonus life for performing our strategy, while making sure our opponents take some chip damage for playing out theirs. It can get very annoying for some strategies.

Elspeth Conquers Death every turn after you play it will go back up to two, making a heavy tax on your opponent's spells every turn.

Grand Arbiter Augustin IV and Tax Collector both make all your opponent's spells cost more, and come down super early providing you and excellent opportunity to get ahead early. Making things cost more mana early can really disrupt their sequencing, which can negatively impact their plays for several turns even if it's for a single turn rotation off the collector's trigger.

Lavinia of the Tenth can be incredibly oppressive if you flicker it every turn, preventing opponents from using so many of their permanents is crippling for them. This is an excellent way to protect yourself, as they can no longer attack you and also get in for damage because they have have fewer blockers.

With all this disruption, it's important to note that protecting yourself and your stuff from your opponents is also a form of disruption so I'll bring that up here.

Suture Priest and Distinguished Conjurer are both excellent ways of gaining a bunch of extra life by committing to your strategy. Notably, you can activate the conjurer at instant speed to cause an opponent's spell to fizzle. There are a handful of other lifegain cards as well!

Charming Prince

Skyclave Cleric  

Inspiring Overseer

Kutzil's Flanker

Elite Guardmage

Oji, the Exquisite Blade

Cloudblazer

Hydroelectric Specimen   is a funny one that redirects a spell to itself. Usually you play this to block a piece of a removal from something you care about, but sometimes your opponent will cast a combat trick and this is fun with that.

Thassa, Deep-Dwelling is mostly in here for her end step trigger, however the ability to tap down your opponents creatures at instant speed is underrated and can save you from certain death. I've survived a few games just activating this enough to buy time.

Knight-Captain of Eos can produce an abundance of tokens, and some strategies just kinda can't beat him. You can just keep fogging combat and completely protect yourself from damage.

Ephemerate, Essence Flux and Ghostly Flicker are great ways to get bonus value out of permanents, while also being able to protect them. It's devastating for an opponent to not be able to remove something, even worse when you come out farther ahead.

Eerie Interlude exists in a similar vein to the the three spells mentioned above, however your do not get your stuff back until end step. This card can be nuts in the sheer amount of triggers you can get, and ideally you play it in response to a board wipe so everybody else is sent behind and you get ahead.

So the best place to start looking at winning the game is making sure we can be flickering frequently. To guarantee this we have some ways to make sure our commander gets in for combat damage, as well as some other ways to flicker our permanents.

Whirler Rogue and Unquestioned Authority both guarantee that your commander will be able to get in for combat damage, and that he'll get some extra value for it.

Tax Collector and Lavinia of the Tenth have the invers effect, making your opponent's creatures unable to block. You don't necessarily need all of their creatures to be unable to block, just the right ones.

Suppression Ray   is a weird one, and 99% of the time it will just be a land, but there is something to be said for being able to tap down an opponents board, attack with everything, flicker them all and return this with Archaeomancer. That just seems cool.

Next is all our extra flicker or blink effects, it's important to have a few to ensure our strategy still sticks if our commander doesn't.

Soulherder and Thassa, Deep-Dwelling are both exceptionally powerful cards in this strategy, making sure you get an extra trigger every turn. Soulherder gets very big very quickly in this strategy, making for a real threat from combat damage which we are limited on. Thassa is an indestructible creature with gravy on top, notably because she says "return it to the battlefield under your control" you can flicker creatures stolen with Agent of Treachery without giving them back, letting you sometimes get ETBs you wouldn't regularly have access to.

Oji, the Exquisite Blade will also trigger almost every turn, and as previously mentioned it can also target itself so you can at least gain some life and scry if there are no other targets.

Charming Prince, The Eternal Wanderer and Eerie Interlude blink something until end of turn, which is just a long flicker. These somewhat emulate the endstep trigger of Soulherder and Thassa, Deep-Dwelling, but you have to play around the timing a little more. Generally, you try to make sure you use these after combat so they come back in right away.

Ephemerate, Essence Flux and Ghostly Flicker were also previously mentioned in the last section, though I just want to emphasize that they are an efficient way to just simply get triggers if need be.

Beyond just flickering our stuff, we need to be able to turn that into a kill. This is the probably the most annoying part for everyone, as most of our creatures are small. I've previously mentioned that we run a couple of ways to get through with creatures, in addition we run a lot of interaction so we mostly just try to get in with beaters. We do however also have a backup mill plan.

Altar of the Brood is very powerful as a clock for the whole table, you can put so many permanents into play in one turn that it can become a meaningful clock. We also have a couple token generators that can speed this clock up:

Aether Channeler

Whirler Rogue

Knight-Captain of Eos

The Eternal Wanderer

Overwhelmed Apprentice and Mindbreaker Sphinx are our other two pieces for the mill strategy, they will be able to mill an abundance of cards from opponents as the game progresses.

And lastly we come to Glasspool Mimic  . This silly guy is pretty much whatever you need him to be at any given time, and lets you remake that choice anytime you flicker it. A clone and a land is perfect for this deck.

Suggestions

Updates Add

Comments

96% Casual

Competitive