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Moxonomy

Blink Dog

Creature — Dog2 generic manaWhite mana

Teleport is the flavor name; the design underneath is a phasing dodge that turns a fragile body into a persistent threat. A 1/1 with double strike wants equipment or auras hung on it: the double strike doubles every bonus, but the moment those buffs land, the body invites the removal that would answer them for free. The teleport ability resolves that tension on your own terms. Pay the cost and the dog (plus everything attached) phases out until your next turn, sidestepping sorcery-speed removal, board wipes, and combat, then returns fully loaded. The phasing clause is what separates this from a blink or a flicker: attachments stay attached, counters stay put, and nothing re-enters the battlefield, so there are no re-trigger interactions to manage. It is a defensive escape hatch, not a value engine. The lineage traces to the blink dogs of tabletop D&D, creatures that teleport in and out of combat, and the card renders that fiction faithfully: strike, vanish, reappear. What keeps it grounded is the price. Four mana to protect a three-drop that has already spent its combat step is a real investment, one worth making only when the dog is wearing enough to matter. Strip the attachments away and it is a 1/1 that hits for two; give it a reason to survive and the teleport becomes the reason it keeps hitting.

Blink Dog (afr)
AFR · #300uncommon
Pricing
Normal: $0.20
Foil: $0.30
Oracle Text

Rules text

Double strike Teleport — 3 generic manaWhite mana: This creature phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
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