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My Boros Blink Brew

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Today, I am building around another Legendary Commander from the TMT set, my fourth from this release so far. This time we're going White and Red.

This deck is my take on one of casual MTG's favorite effects, the Blink Brew. Led by an Elf Rebel, we're going to have tons of fun running this one.

Meet My Commander

The Neutrinos

Starting off, we have The Neutrinos as our leader.

This four-drop Flyer comes in as a 2/4. It has an Alliance trigger to give +1 in power as Creatures enter the battlefield (ETB) on our side. On top of that, whenever we swing with The Neutrinos, we can Blink one of our dorks and bring it in tapped and attacking.

That's nasty, since if we played a Creature this turn, we can get another trigger and attack when these swing.

So let's dive in to this super fun Boros take on Blink and ETB effects.

Lands, Mana, and Ramp

Loyal Warhound
Knight of the White Orchid

We can start digging into the 99 with this deck's mana dorks; they'll arrive and grab a land, like Solemn Simulacrum. I made sure to pick cards we can blink a few times.

Loyal Warhound is a 3/1 Dog with Vigilance for 1w. It brings in a tapped basic Plains if someone at the table has more lands than us, which is common in a multiplayer game.

The Knight of the White Orchid is a 2/2 First Striker that will ramp any Plains, not just basics, if someone has more lands than us.

Escape Tunnel
Northampton Farm

I've also thrown in these two lands from the TMT set.

Escape Tunnel, a common-level card, can either act a fetchland for a basic land that we bring in tapped or, it can make a Creature with power two or less unblockable. We have to sacrifice it to get these abilities but that's okay.

Northampton Farm taps for colorless if we need it. We can also use it to exile a Creature we own for 1 and for 2, we can sacrifice it and recur everything exiled this way. One goes into the battlefield, and the rest get tucked back into our hand.

That's not bad, I know.

The Fire Crystal
Sword of Hearth and Home

Let's finish ramp here.

For 2rr, we have The Fire Crystal. It's a Legendary Red Artifiact that drops the cost of our Red spells by one each and gives all our dorks Haste. It's like a better version of Fervor.

We can also tap it for six and make a copy of any Creature. That triggers our leader's abilities and, of course, has Haste. It dies at the end of the turn, though.

Sword of Hearth and Home is a classic ramper and Blink card that will cost us 3 and equip for 2. The Creature carrying the Sword gets +2/+2 and protection from Green and White.

It also gives the equipped Creature a combat damage trigger. It will both blink our guy and drop us a land. That's all on one colorless three-drop, which is nasty good.

This card has a high secondary market too, sure, but that's part of why it's here, too.

Synergies and Win-Cons

Teleportation Circle
Panharmonicon

Of course, we need some synergies and win-cons.

Teleportation Cycle is a four-drop Enchantment that blinks an Artifact or Creature for us on every end step.

I like that in most builds, because you can do it to untap something, not just to reuse an ETB trigger. It's also great that it includes Artifacts. Then, Panharmonicon is an Artifact we'll play for 4. It doubles all our ETB abilities.

It's the Doubling Season of this brew.

Sally Pride, Lioness Leader
Siege-Gang Commander
Angelic Chorus

Next up, we've got two dorks that come in and make tokens for us and an interesting Enchantment.

Sally Pride, Lioness Leader is first and she's a 2/4 for 3ww. When she enters the battlefield, she brings X 2/2 Red Mutants with her, where X is our non-token Creature count. That's diabolical. Imagine blinking her a few times? That could be game winning!

Siege-Gang Commander is rare Goblin in Red and will cost us a total of five to play him out. He arrives with three 1/1 Goblins. While he's on the board, we can pay 1r to sac a Goblin and ping any target for two damage. That's repeatable, too.

Then, Angelic Chorus, a rare Enchantment turns the arrival of dorks on our side into mad life gain equal to their toughness. I know that's awesome for just 3ww.

Slash, Reptile Rampager
Purphoros, God of the Forge
Purphorous, Bronze-Blooded

These three are solid Red game winners.

From our Commander's set, we have Slash, Reptile Rampager. This five-drop Legendary Creature comes in at 7/5 and has Alliance. Any time a Creature come in under our control, he deals two damage to each foe.

Slash also has a comabt trigger, so that whenever he attacks, we will get a 2/2 Mutant token. This is a great card to unlock more ETB triggers with our Commander, too.

Purphorous, God of the Forge is an Indestructible 6/5 Legendary God that will also deal two damage to each opponent whenever other Creatures enter. We can also mana sink three over and again to pump our team's power +1 for a turn.

Then, this God's final form takes us home! Purphorous, Bronze-Blooded will cost us five to cast and he's the strongest of the batch at 7/6, Indestructible. He has a few cool tricks up his sleeve but what I love about him is that he's a great mana sink.

We can pay three to drop a red dork or Artifact onto the battlefield for more blinking fun.

Phelia, Exuberant Shepherd
Charming Prince

Now, we have two White Rare Bears for two each.

Phelia, Exuberant Shepherd flashes in. Its attack trigger lets us blink any other non-Land permanent, even if it belongs to someone else. If we blink one of ours, we also get to pump Phelia +1/+1.

Then, the Charming Prince charms us with three different options. When he enters, we can Scry two, gain three life, or blink something of ours.

The Jolly Balloon Man
Kiki-Jiki, Mirror Breaker

Next up are these two guys we can tap to make tokens.

The Jolly Balloon Man is a Legendary three-drop in Boros colors. He comes in as a 1/4 with Haste. What's great about him is that we can pay one mana and tap him to create a copy of another Creature; the Creature we create is also a 1/1 Balloon with Flying and Haste.

The beloved Kik-Jiki, Mirror Breaker is here, too. He's a 2/2 Legendary Goblin Shaman with Haste. He taps for free to copy a non-Legendary Creature and give it Haste.

Since we are built around ETB triggers? Get more! Then trigger our alliance stuff too.

Moonshaker Cavalry
Eerie Interlude

At 5www, Moonshaker Cavalry is a little expensive. This Spirit Knight is a 6/6 with Flying but, it's here for its ETB trigger.

Whenever he enters the battlefield, Creatures on our side gain Flying and +X/+X (X being our total Creature count). On future turns, we can do that over and over to take down our tablemates one by one.

Then, Eerie Interlude, the three-cost Instant will mass blink our stuff out this turn, but only what's needed.

As you can see, there's insane value there too.

Windrcrag Siege
Nahiri's Resolve

Next up are these two Boros-colored Enchantments.

Windcrag Siege comes down and gives us a choice: double up our combat triggers (which we definitely want) or just crank out a 1/1 dork every upkeep. Either way, we're getting value.

Then Nahiri's Resolve gives our team +1 power and Haste.

But the real juice? At our end step, we get to blink any number of our non-token Artifacts or Creatures. Yeah... that's exactly why it's here.

Raph & Leo, Sibling Rivals
Raphael, Tag Team Tough

Do you want to get in all the attacks? I got you!

Raph & Leo, Sibling Rivals is a Legendary 2/4 for three in Boros colors. It has an attack trigger that lets us untap a few of our guys and swing again, which can get pretty nasty.

Raphael, Tag Team Tough has Menace, and costs us six mana at 5/6. His combat trigger lets us untap everything we swung with and go in one more time this turn.

I also tossed in two other spells, including Waves of Aggression for more combat attacks.

Twilight Shepherd
Karmic Guide
Sun Titan

How about some recursion? In a deck with this many bodies and no Black cards, here's what I'll use.

Twilight Shepherd, enters the ring for 3www. She's a 5/5 with Flying and Vigilance. Whenever she enters the battlefield, we get to bring anything that died this turn back from the graveyard. She also persists, so we can do it twice.

Then for five, Karmic Guide, which is a classic in Commander, comes in as a 2/2 with Flying and protection from Black. Whenever it enters, it brings any Creature we want back from the dead.

I adore Sun Titan here, and even Inferno Titan. Sun Titan keeps recurring our cheap stuff on ETB and attack, while Inferno Titan just keeps the pressure on with repeatable damage. Both swing, generate value, and still hold things down on defense.

Blessed Sanctuary

Let's finish with this amazing card that you might have forgotten about, Blessed Sanctuary. For 3ww, this Enchantment makes it so any nontoken Creature entering the battlefield gets us a free 2/2 White Unicorn.

On top of that, we and all our Creatures are protected from noncombat damage that could come from cards like Blasphemous Act and more. I know this offers mad synergy. With Blink effects, we could totally take over the game with this.

Answers

Go Ninja Go
Loran of the Third Path
Angel of the Ruins

I'll kick off my various answers with these three things.

We can use Go Ninja Go as a blink effect or to deal damage to a specific critter. It's strong, but I wish it was at Instant speed.

Loran of the Third Path is here, and this Legendary lady is a 2/1 with Vigilance. When she enters, we get to destroy an Enchantment or Artifact. We also can tap her for free to draw cards for us and a foe.

Then Angel of the Ruins gives us a seven mana 5/7 Flyer with Plainscycling if we need it early. But the real value is in the ETB trigger, exiling up to two Artifacts or Enchantments. Note that's up to two.

Krenko's Buzzcrusher
Magmatic Hellkite

Both costing 2rr, I've got an Insect Thopter and a Dragon that will let us disrupt an opponent's mana pool.

Krenko's Buzzcrusher is a 4/4 with Flying and Trample and Magmatic Hellkite is a 4/5 Flyer.

Krenko makes everyone destroy one non-basic Land and trade it out with a tapped Basic Land from their library. The Dragon just destroys our foe's Land, and it puts a stun counter on their new basic Land.

Avatar's Wrath
Angel of the Dire Hour

Of course, we also need some sweepers.

Avatar's Wrath is a four-cost Sorcery that will airbend all things we want, and temporarily block our opponents from casting anything from outside their hands.

Angel of the Dire Hour can be crazy here. She's a 5/4 with Flash and Flying. If she's cast from our hand, we can exile everything that's attacking us all at once..

Not bad at all, right?

Card Flow

Rumor Gatherer
Skullclamp

Card draw is always good and that's what we get with these two.

Rumor Gatherer is a 2/1 for three with Alliance. When Creatures enter the first time, we Scry one; for Creatures after that, we draw one instead.

Then, Skullclamp, an Artifact Equipment with a cost of one to cast and one to equip. That Creature gets +1/-1, but when it dies, we get to draw two cards. Effects like this are amazing in "go wide" brews.

Enduring Innocence
Welcoming Vampire

Now I've got some cards that will draw us something whenever we bring in little Creatures.

Enduring Innocence is a 2/1 with Lifelink. It turns small arrivals into card draw, but we only get to use that ability once per turn. When it dies, we get to bring it back as an Enchantment, too,

Then we've got Welcoming Vampire, another three-drop, but this one's a 2/3 with Flying. Same deal -- draw once per turn off small Creatures -- but on a better body and with evasion too

.

Inspiring Overseer
Spirited Companion

I'll finish up with some cantrip dorks like Wall of Omens.

Inspiring Overseer is a 2/1 Angel Cleric for 2w. When it enters, we gain one life and get to draw a card.

We also have Spirited Companion, a 1/1 common Enchantment Creature that brings us a card too.

How did the deck turn out?

Now that you've seen all the cards and my thought process behind them, let's take a look at the full picture. Here is what the deck list looks like.

My Boros Blink Brew | Commander | Abe Sargent

Card Display

There are tons more things we could add here, like Warstorm Surge, more cantrip dorks to bring back, or the classic Soul Warden, too. That's the fun part, is that there are a lot of great cards in the game to support this strategy.

More blink spells here like Ephemerate might make sense, although I tossed in some blink dorks already, like the Angel. I also have removal like Fury or Flametongue Kavu here too. I hope you enjoy and have fun running and customizing this deck.

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