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Building Flash-Matters in Commander

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Hello awesome folks! Happiest of days today! Today I want to build around an underused archetype I've never touched: Dimir Flash-Matters. There are only 1463 flash decks among all colors and leaders, so we'll take the biggest leader in that archetype out for a spin from a previous Commander set.

Nymris, Oona's Trickster

Card flow in commander form. The ability to put an Incarnation, flashback spell, or something similar into your graveyard is nice, and this can trigger up to three times in your opponent's turn for each of yours in a classic four-player game. This scales up, and we'll need the cheapest options of our spells frumping around. We'll need tons of instants and permanents with flash or cards that give flash to sorceries and non-flash things like Leyline of Anticipation. Ready?

Key Cards with Flash

Stunt Double
Lochmere Serpent

Let's start with this pair. A flashing Clone is really powerful since you can Clone in response to an attack and then block, plus copying key ETB abilities that kill things to key powerhouses like Consecrated Sphinx and hate cards like Esper Sentinel. Then the second card is an on-curve 7-mana 7/7 with flash and three activated abilities. The first sacrifices an Island to make it unblockable; the second sacrifices a Swamp to draw and lose a life. The final one can exile five cards from one foe's graveyard to bounce it from your graveyard to our hand at sorcery speed. Nice trio of fun time abilities plus flash.

Bold Plagiarist
Dream Eater

Check out these two cards. The Vampire will send counters placed on foe's creatures onto this. Note that this doesn't count as counters for other things like loyalty counters and charge counters on artifacts. The Nightmare is a 6-drop 4/3 flyer with surveil 4 on arrival to the battlefield and then you can bounce a non-land opponent thing too, so the graveyard caring synergizes well with the flashback cards here.

Thought Sponge

Check out this 4-drop 1/1 that gets bigger based on the cards drawn by a foe this turn. When it dies you can draw its power in cards so it can help refuel your hand quite ably. Good Sponge!

Synergies and Answers

There are only a handful of cards that help flashers, but we are running both Slitherwisp and Cunning Nightbonder here. The rare is a 3-drop 3/2 with flash that will draw a card and each foe loses a life each time you cast a spell with flash. Nice card flow! The uncommon from the same set is a two mana 2/2 with flash that makes your flash stuff cost one fewer generic mana and cannot be countered, so this is a great tag team with your leader Nymris, since you can drop this turn two, and then Nymris turn 4 without being countered. Glen Elendra Pranksters is a flying 1/3 for four mana (a bit much), but can bounce your things on your foe's turn, so you can cast Opt to bounce your Commander to bring it back from removal when it couldn't be recast with Commander Tax or to save key flashing dorks. Love it here loads.

Pongify
Wash Away

I am running a bunch of removal spells that cost 1-2 mana and counters that have weaknesses like the uncommon Rapid Hybridization or Pongify. Wash Away will counter a commander for one mana, but you cleave it for three mana to counter anything.

Brazen Borrower
Subtlety

Check out these two flashers. The Faerie is an Adventure spell with two at instant speed that can bounce an opposing non-land permanent and then a flash flyer of 3/1 size. That's two instant speed triggers of Nymris in one card. The Elemental is a 4-drop flyer with flash and a decent 3/3 size and then can ETB and tuck a creature or planeswalker spell to the caster's library, nice answer in creature form.

Voidmage Husher
Dragon Turtle

The uncommon is a 4-drop 2/2 with flash that can counter a foe's activated ability on arrival to the battlefield. You can also bounce it to your hand (it's a may effect) whenever you cast anything and then recast it later for more triggers from your Commander. The rare is a 3-drop 3/5 that has flash and then will tap itself and a key dork that a foe controls so it's a nice combat trick. They remain tapped for a turn and then this will untap first if you cast it on a foe's turn.

Card Flow

Chemister's Insight
Siphon Insight

Let's move into card flow with these two Insights. I emphasized cards you can put into your graveyard. The primary Insight will draw two cards and has jump-start to recast it once for two more cards. Then the other Insight is a two-cost instant that will exile one of the top two cards of a foe's library and then you can cast it normally with the ability to use your mana to cast an off color. It has flashback as well.

Search for Azcanta

Check out this transform land that dominated Standard. The Search will trigger each of your upkeeps. Then you can put the top card of your library into your graveyard if you do not want it, and then if you have threshold, transform. That threshold is easier with your cards into graveyard from Nymris. The land is even better with the ability to tap with three mana and dig four and reveal a non-dork and non-land and then draw it. That's pretty likely here.

Wavebreak Hippocamp also has nice synergy with your brew. When you cast your first spell each opponent's turn, you draw a card. This is a three mana 2/2, a bit small, but the ability is worth it. This can draw multiple cards each round of turns in a multiplayer game. Love it loads here.

Mana (Ramp and Lands)

Victory Chimes
Emergence Zone

The Chimes is a mana rock that only taps for 1 colorless mana but will untap each opposing untap step, so you can net multiple mana per opposing turn. Nice mana making here. The Zone can sacrifice to give your stuff flash this turn, but is just a one-off use.

Naiad of Hidden Coves

Naiad will drop the cost of your stuff on other turns. Nice mana reduction over time, and when combined with the Chimes above that could be two mana made and discounts each opposing turn.

Decklist?


And there we are! What did you think of my decklist? Anything in here inspire you or that I missed? Just let me know in the comments below!!!

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