Deck Archetype

Blink: The Commander Archetype, Explained

A creature with a good enter trigger is a one-shot spell attached to a body. Blink decks make it a spell you get to cast every single turn.

Blink: Repeatedly exiles and returns its own creatures for their enter triggers.

What Blink Decks Actually Do

Blink decks, also called flicker decks, exile their own creatures and immediately return them, re-triggering every enter-the-battlefield ability. A Solemn Simulacrum blinked four times has fetched four lands and drawn four cards from one card.

The archetype is built like an engine rather than a threat. Most of the deck is creatures whose value is entirely in their entry trigger, plus a suite of blink effects to reuse them. The by-products are what make it strong in practice: blinking is instant-speed removal protection, it resets combat damage and auras opponents put on your creatures, and effects that exile an opponent's creature permanently are just a blink effect pointed the wrong way.

The Blink engine

Three steps that feed each other, which is what makes it a deck rather than a pile of cards sharing a theme.

  1. 1 The creature enters Its enter trigger does the work — a card, a kill, a land.
  2. 2 Exile it Ephemerate costs one mana, at instant speed, and can be bought back.
  3. 3 It returns Same creature, same trigger, same turn.

One good enter trigger is the whole deck, used repeatedly.

Which Colors Fit Blink

Blink is the most color-concentrated archetype after mill, and it is white-blue. White has the blink spells and most of the value creatures; blue has the flash, the card draw, and the untap effects. Green contributes a handful of excellent blink outlets and the best value creatures to blink, and black adds a death-and-return angle that overlaps with recursion. Red barely participates.

White The deepest pool of blink spells and the value creatures worth blinking. The archetype's home color.
Blue Flash, card draw, and the repeatable untap and blink outlets that make it an engine rather than a trick.
Green A few of the best repeatable blink outlets, plus the largest enter-trigger creatures in the format.
Black The death-and-return variant, where creatures come back from the graveyard rather than from exile.
Red Almost absent. Red has sacrifice-and-return effects but little true blink.
How color identity decides what you can play →

Top 10 Blink Cards

The cards that define the archetype rather than the ones winning this week. If you are building blink for the first time, these are the effects to understand before anything else.

Top 10 Blink Commanders

Ten command zones that support the strategy, spread across the color combinations it lives in. The color identity shown is what each commander lets you play in the other 99.

Brago, King Eternal

Commander Spotlight

Brago, King Eternal

Blinks all your nonland permanents on combat damage. The archetype's flagship and a notorious combo engine.

See which commanders are actually winning games →

What to Watch Out For

Blink decks are slow to threaten anything, and a pile of value creatures with no finisher can grind for an hour without winning. Make sure something in the deck converts the accumulated advantage into a victory. The archetype also relies on triggers, which means Torpor Orb and its family shut it off entirely, so keep an answer or two for artifacts and enchantments.

Frequently Asked Questions

What is a blink deck in Commander?

A blink deck exiles its own creatures and returns them immediately to re-trigger their enter-the-battlefield abilities. Repeating a Solemn Simulacrum or Mulldrifter every turn turns a one-shot value creature into an ongoing engine.

What is the difference between blink and flicker?

Nothing. They are two names for the same effect. Flicker comes from the card Flicker; blink from Momentary Blink. Both describe exiling a permanent and returning it, usually immediately and usually under your control.

What colors are blink decks?

White and blue above all. White has the blink spells and most of the value creatures, blue has the card draw and repeatable outlets. Green adds strong blink outlets and big enter-trigger creatures, and black supports a death-and-return variant instead.

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All 20 Commander deck archetypes → See decks people published, tagged and with their win rates →

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