Y'shtola Rhul
Blink built into a body, with a scheduling wrinkle most flicker designs never touch. The end-step exile-and-return is familiar work: reset a creature, re-fire an enters-the-battlefield effect once per turn. The second clause is where the design earns its keep, manufacturing an extra end step the first time the ability resolves. Two end steps means two triggers, so the flicker runs twice in a single turn, and every other end-step effect on your board gets a second pass as well. The intent is to reward stacking enters-the-battlefield engines: each additional end step is another window for every recurring end-of-turn trigger and every ETB you can aim the exile at. The timing is the catch, though. Because the flicker only happens as your end step begins, it is not a protection tool; you cannot hold it up against a removal spell, and a creature you want to save this way has to survive to that point first. The clause is written so it doubles only once (the manufactured step is not "the first end step of the turn"), which keeps the loop from spiraling on its own while leaving a ceiling high enough to reward a dedicated engine list. The 3/5 frame is deliberately defensive: this is an engine meant to survive the turns it takes to assemble a payoff, and its interesting axis is the calendar rather than combat.



