Prototype as a mechanic is an interesting one. In a general sense, it works similarly to Kicker, just in an opposite kind of way. Instead of having the ability to pump additional mana into a smaller creature to give it late game potential, Prototype allows us to spend less mana on a large creature to give it early game potential. Sure, we could use the mechanic as intended, but Combat Thresher gives me a better idea. That enters the battlefield (ETB) ability makes it the prime target for a flicker spell, and lo and behold, it turns out that much like the morph mechanic of old, a flickered prototype creature returns to us as the finished product!
Orzhov Prototype Flicker | Casual | James Heslip
- Creatures (26)
- 2 Flickerwisp
- 4 Burglar Rat
- 4 Combat Thresher
- 4 Goring Warplow
- 4 Krosan Colossus
- 4 Steel Seraph
- 4 Wall of Omens
- Instants (8)
- 4 Ephemerate
- 4 Supernatural Stamina
- Enchantments (4)
- 4 Touch the Spirit Realm
- Lands (22)
- 6 Plains
- 8 Swamp
- 4 Snowfield Sinkhole
- 4 Tainted Field
Cost: $20.00 at the time of publication
The Core
Prototype Flicker is a rather simple deck; no two cards of the list act as the core of the strategy. However, Combat Thresher was the inspiration for the list, and many of the cards included were added in part because of their interactions with the construct. It's a powerful beater that's often difficult to deal with, especially when combined with the flicker spells we're running. The fact that it draws us cards on ETB, regardless of whether it's the prototype or the complete version, makes it that much stronger.
Arguably the best way to flicker anything these days is with Ephemerate. This is the card that answers the question of, "what's better than casting Flicker on your own creature?" with, "doing it twice for half the cost!". This one-cost pauper all-star is our best option when kicking our robots into overdrive, but that's not its only purpose, as nearly every creature in the list benefits as a secondary (or even primary) target.
The Backup
Even without an ETB effect that replaces spent resources, blinking a small creature out and into existence in order to produce a large undercosted threat is powerful on its own. Goring Warplow, as an example, works great as an attack deterrent in the early turns thanks to its deathtouch, and is even more deadly post-flicker. Steel Seraph costs just a bit more mana, but comes with flying, as well as the ability to bestow keyword effects on other creatures. Gifting a set of wings or life-stealing vampire teeth to Combat Thresher every turn as needed is brutal. Doing the same for Krosan Colossus (whose Morph ability combines with flicker for some easy casting) is arguably even better!
Wall of Omens and Burglar Rat are our other blink targets. Wall protects us with its high defense while also digging into additional cards. Rat gives some interaction with the opponent. Both ensure early game options while also improving our card advantage numbers.
As far as flicker effects go, the aforementioned Ephemerate is our best bet, but it's not our only one. Flickerwisp can't be cast at instant speed for any combat or removal-dodging tricks, but it does flicker our fatties while also functioning as a fearsome 3/1 flier. Touch the Spirit Realm removes opposing threats, or blinks one of our own into existence, whichever is needed at the time. Finally, we have Supernatural Stamina. The pseudo regenerate that it provides interacts with Prototype and Morph creatures much in the same way as flicker, returning the creatures to play in their most powerful form. Additionally, much like Ephemerate and friends, the Black instant can be used to save your already large threats from death! It's a bit more situational, and you might have to bait your opponent into attacking or blocking in specific ways, but it's not without merit.
Tips and Tricks
It should go without saying, but your best use of Ephemerate (or any flicker spell) is in response to removal, since it not only cancels out the enemy kill spell, but also either transforms your threat or reactivates an ETB ability. Blocking a large attacker and then flickering your creature away before damage is also a strong play, just look out for Trample. You won't always be able to perform these plays, but you should always be on the lookout for them.
Because of Ephemerate's rebound, you can do some interesting things. Your primary targets are your Prototypes and Morphers, but in situations where you only have one in play you shouldn't be forced to waste your second copy of the spell. It's perfectly fine to buff a Goring Warplow or Krosan Colossus with your first copy, and then reuse the ETB effect of Wall of Omens or Burglar Rat with the second.
Supernatural Stamina's damage boost should not be forgotten. I've used it in combination with Burglar Rat during combat for a two-for-one trade that the opponent wasn't expecting. Adding to Combat Thresher's power is also quite powerful, considering the construct's Double Strike ability.
Speaking of Steel Seraph, this robot angel is more than just a beater: she's also your toolbox. Lifelink on Thresher or Colossus means huge boosts in life, Vigilance means you're up additional blockers (especially relevant in multiplayer games) and flying on either can result in game-ending blows. Whatever the situation calls for, Seraph is there to answer.
Additional Options | James Heslip
- Creatures (11)
- 1 Akroma, Angel of Fury
- 1 Angel of Condemnation
- 1 Charming Prince
- 1 Distinguished Conjurer
- 1 Galepowder Mage
- 1 Hystrodon
- 1 Ponyback Brigade
- 1 Sagu Mauler
- 1 Silent Specter
- 1 Towering Baloth
- 1 Vizier of Deferment
- Instants (11)
- 1 Abnormal Endurance
- 1 Brought Back
- 1 Cloudshift
- 1 Eerie Interlude
- 1 Fake Your Own Death
- 1 Feign Death
- 1 Flicker of Fate
- 1 Long Road Home
- 1 Otherworldly Journey
- 1 Undying Evil
- 1 Undying Malice
- Enchantments (1)
- 1 Kaya's Ghostform
- Artifacts (1)
- 1 Golden Argosy
Most of these cards are additional flicker or "regenerate" options for turning your prototypes into turnkey products. Of them, Cloudshift is the best option if you want to save some money by excluding Ephemerate. If you have the opposite problem and want to put even more money into the deck, then Charming Prince is right up your alley, since it's a decent target for other blink cards, while also acting as a blink enabler itself. I would likely replace Flickerwisp if I added him in.
Galepowder Mage and Golden Argosy are a bit costly in terms of mana value, but they give us some repeatable flicker effects that don't come with an activation cost themselves. While the deck is not necessarily designed with this traditional style of slower games consisting of flickering repeatedly for card advantage, it's not like we couldn't manage.
If you don't think a basic 9/9 vanilla beater is worth it, or if you're unwilling to fork over the comparatively large amount of money needed for a playset of Steel Seraph, there's plenty of other flicker finishers to choose from. Most of them are morphers, like Akroma, Angel of Fury, whose protection from White and Blue make her incredibly difficult to deal with. Sagu Mauler, would serve much the same purpose. Silent Specter is on color, should you find enough mana to cast him normally, and is great at emptying the opponent's hand of options. Finally, Ponyback Brigade is not quite as powerful as the others, but I always have fun when I make lots of goblin tokens.