4 Chronosavant
2 Mangara of Corondor
2 Cloudchaser Kestrel
2 Triskelavus
2 Akroma, Angel of Wrath
4 Pull from Eternity
4 Momentary Blink
4 Coldsteel Heart
4 Sunscour
4 Resurrection
4 Vanish into Memory
1 Mystical Teachings
9 Snow-Covered Plains
7 Snow-Covered Island
4 Boreal Shelf
3 Scrying Sheets |
 Blink
of Disaster.
Description of deck by it's author
(quoted):
There's nothing I like more than having
someone change my opinion about a card. I like having my eyes opened, my
mind expanded, my creative juices, uh, shaken, stirred, and garnished
with a little pink umbrella of unexpected enlightenment.
Robby Bullis, otherwise known as Redland Jack, called my
attention to Pull from Eternity. To me, this card seemed extraordinarily
narrow. Sure, it helped out a lot against one of Time Spiral's main
mechanics (suspend), but when has a narrow hoser ever been fun to build
decks around? I don't recall the Johnnies of the world drooling over
Stabilizer, or Ishi-Ishi, Akki Crackshot, for example. Luckily, Pull from
Eternity is not quite as focussed as either of those cards, as Robby
demonstrated. I'm not going to talk about the combo he sent me (not this
week, anyway), but that's where the inspiration for the next deck came
from. Here are just a few things you can do with Pull from Eternity:
Reuse flashback spells. When you play a spell with
flashback from your graveyard, you have to remove it from the game once it
has resolved. Pull from Eternity allows you to bring back, say, Call of
the Herd for one last hurrah.
Turn Flickers into Mortifies. While by no means
efficient, if you can remove a creature from play temporarily with a spell
or effect (Liberate, Astral Slide, Parallax Wave, Voyager Staff), you can
then use Pull from Eternity to put that creature into its owner's
graveyard. Spending two cards to “kill” a creature isn't that exciting,
really, even if it is in a very unusual way. However, what if you recouped
all of those spent cards in the process? What if you removed the creature
with… Vanish into Memory! When you play the latest You Make the Card
winner, you get to draw cards equal to the power of the creature you
removed from the game. If one of those cards happens to be Pull from
Eternity, you can play it on the removed creature and put it into its
owner's graveyard. Normally, you would have to discard cards equal to the
creature's toughness at the beginning of your next upkeep. The neat thing
is that this is only the case if you return the creature to play, which
you will obviously not be able to do.
I feel sorry for creatures that can “Flicker”
themselves, like Hikari, Twilight Guardian and the Ghost Dad himself,
Ghost Council of Orzhova, since they get owned by a one-mana white spell
that they will never see coming.
Pull from Eternity as Entomb. This is the big one, the
idea that got me really excited. Imagine you had a way to remove cards in
your hand from the game. Something like Shining Shoal, or better yet,
Sunscour. Now, play your spell, pitching Akroma, Angel of Wrath or
Chronosavant or both. Then, play Pull from Eternity to put that creature
into your graveyard. If it's Chronosavant, it can reanimate itself. If
it's Akroma, you can resurrect her with, say, Resurrection. Note that this
reanimation strategy can be fuelled by Vanish into Memory.
Meanwhile, if you read the coverage for Pro Tour – Kobe,
you'd know that the breakout card of the tournament was Momentary Blink.
The card is incredibly versatile despite having such a seemingly
inconsequential effect. All it does is remove a creature you control from
the game and return it to play immediately. What does that mean? What does
it do? Here's a brief list of things you can do with a Momentary Blink:
Untap a creature. When you play Chronosavant from your
graveyard, it comes into play tapped. You also skip your next turn. These
two things are not complementary. Instead of being completely wide open
for attacks during your skipped turn, why not ambush your opponent's
creatures by Blinking out your tapped Chronosavant and Blinking in an
untapped one?
Reuse comes-into-play or leaves play abilities. Take a
187 creature like Cloudchaser Kestrel. Blink it out Momentarily. Destroy
two enchantments. Imagine getting double (or triple!) use out of Belfry
Spirit, Vedalken Dismisser, or Angel of Despair! Just don't Blink out your
Court Hussars or Azorius Heralds – you will have to sacrifice them.
Dodge creature removal. You can Blink out your creatures
in response to targeted removal like Putrefy or Dark Banishing. When it
comes back into play, it won't be the same creature that the spell was
aimed at and, as a result, the spell will “fizzle.”
Shake off Auras. Say someone plays a Faith's Fetters on
your Akroma. Blink out the creature and the Aura falls right off!
Restock lost counters. Triskelion and Triskelavus, the
Spikes, and all of the Graft creatures come into play with +1/+1 counters
that you can use for a variety of different purposes. Right before these
counters run out, you can Blink the creature and it will come back into
play with its counters replenished.
Remove unwanted counters. Other counters are less
friendly. Wall of Roots shrinks with the addition of -0/-1 counters, but
you can reverse the shrinkage with some, er, Blinkage. (Many apologies for
that). Besides that, we all know that the best way to combat a Giant
Oyster wielding Serrated Arrows is to Blink out the affected creature.
Bye-bye -1/-1 counters!
One thing you can't do is Blink out a creature and then
use Pull from Eternity to put that creature in the graveyard. There is no
window to play spells in between the time the creature is removed from
play and then returned to play. The only real interaction between the two
cards is due to Pull from Eternity's ability to get one extra use out of a
flashback spell.
After putting all of these things together, here's the
deck I ended up making... |
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