









Overview:
This is a blink/exile-focused deck built around Ketramose, the New Dawn, utilizing ETB effects and exile synergies to generate card advantage while building toward a value-based victory through either combat damage or specific win conditions like Approach of the Second Sun.
Primer:
The deck's primary gameplan revolves around using blink effects to repeatedly trigger valuable ETB abilities while enabling Ketramose's attack condition through exile effects. Ideal opening hands should contain 3-4 lands (including at least one white source), ramp (Sol Ring, Arcane Signet, or similar), and either a blink enabler or valuable ETB creature.
Early game focuses on establishing ramp and setting up value engines through cards like Charming Prince or Eldrazi Displacer. Mid-game transitions to repeatedly blinking value creatures like Ravenous Chupacabra or Gray Merchant of Asphodel while controlling the board. Late game involves either overwhelming opponents with accumulated value or finding specific win conditions like Approach of the Second Sun. Key decision points include choosing when to commit valuable creatures versus holding them for protection, and properly sequencing blink effects to maximize value.
Weaknesses:
The deck is vulnerable to graveyard hate and cards that prevent ETB triggers like Hushbringer. It can struggle against faster combo decks due to its relatively slow value-based gameplan. While the deck has decent removal options, it can be overwhelmed by go-wide strategies or multiple threats due to the single-target nature of many of its answers.
Most Important Cards:
- Eldrazi Displacer
- Conjurer's Closet
- Sun Titan
- Gray Merchant of Asphodel
- Restoration Angel
- Ravenous Chupacabra
- Ephemerate
- Sol Ring
- Arcane Signet
- Solemn Simulacrum
Attribute Ratings:
- Speed: 5/10
- Resilience: 7/10
- Consistency: 6/10
- Interaction: 7/10
Rating Justification:
This deck operates at a focused casual power level, with consistent value generation but lacking the explosive plays or fast mana needed for higher power levels. While it has strong interaction and resilience through its blink strategy, it typically wins through accumulated advantage rather than quick combos. The deck's measured pace and reliance on creature-based value puts it firmly in the 5.0-5.5 range, as it can consistently execute its gameplan but typically won't threaten wins before turn 10.
Final power level rating: 5.0 - 5.5
The deck has a solid mana base with 35 lands and appropriate color distribution, though it could benefit from more dual lands. The commander is important but not critical to the deck's function, and the strategy can handle multiple opponents through its value-generating capabilities. The deck doesn't employ any obvious "trick" strategies to artificially lower its power level.
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