jnamtg
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Commander
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{"ops":[{"insert":"~how do we break this guy~\n\nThe easiest plan to play with IM is to copy the best thing on the board. The major drawback of this strategy is that, outside of Timmy mode in the boring lower brackets, most good cards people play are good because of ETBs, which IM can't make use of, in others' decks and in our own. This limits the availability of value categories we can build around because 3 mana for activating a continuous effect over a turn is a LOT. The value benchmark I tried to use was Divination (am I getting 2 cards worth from this activation?) and instead I settled for a floor benchmark of 1 card, some combat damage, and the value in the ability to do it again next turn lacking anything better to do.\n\nThe deck also needs mana in mono blue. The first place to go for that is artifacts and that made the deck just another Urza deck without Urza in it. Blue has been getting a lot of common and uncommon mana dorks lately, some of which tap for more than 1 mana but it can only be spent conditionally. One of those spend conditions is on artifacts or abilities of artifacts so I cut those. The rest are great as they activate abilities, but the density of dorks was too low, so I added a few of the most powerful untappers and hope that with 12 total mana boosts above sol ring par we will have access to 2U in the mid to late game when that mana spend returns above benchmark.\n\nThis is also challenging to gauge because we can't goldfish vs. opponents, so this deck will be one that needs a lot of in-person testing to find the best and most fun decks to sit down against, and which stuff to look for to copy. Because of our inability to get value out of ETBs with IM that may relegate us to Bracket 2 decks (yuck) but I hope to fine tune the deck to be a strong Bracket 3. The deck was built to enable plenty of room for the strategy of copying opps' stuff.\n\nOpps will burn removal on IM before they learn. If you're holding up 2U, you can blank most type-targeted removal. Swords to Plowshares? Just copy a land, fizzles because of illegal target. I added some hexproof and indestructible lands in there to help him survive \"destroy/exile target permanent\" or aura removal. But I am thinking (with no reps in yet) that he will either have a chilling effect on players running out their good copy targets for him to copy with pseudohaste if he's already on the field, or the good copy target will draw the table's hate more than IM will.\n\nFor that reason I'm expecting the deck to require its own backup wincon so I tried to build a unique one. It's pretty cool that IM can copy planeswalkers, but if he has no loyalty counters on the resolution of his activation, he dies to state-based effects. So in order to make use of this at all we have 2 cards that can give him starting loyalty: Goldberry and Nesting Grounds (Tolaria West tutors for this). Now he can copy a Planeswalker to dodge removal, but also make use of a PW plus ability on your own turn. It's a shame that most of the PWs we can run are roughly useless for this deck and its theme, but in looking through the other pieces in the deck I got a decent idea for a wincon via The Enigma Jewel, which was already in there for its mana ability. I selected looting effects (draw and discard) over straight draw wherever I could, and we have natural choices to dump planeswalkers into our yard as an easy default decision (sometimes you will just want to resolve a planeswalker though). We have so much ability mana, including from The Enigma Jewel that pay its own craft cost (craft is a keyword activated ability) and our untappers, we can aim to have 4 planeswalkers in yard and craft with 4 of them. Notably Locus of Enlightenment (backside of EJ) grants *every* activated ability of cards used to craft it, so it gets multiple loyalty abilities and *no once-per-turn-limit on activations* AND *LoE naturally doubles each activation* though sadly not the cost of adding loyalty counters. There may be some fine tuning still, but the planeswalkers I selected were primarily ones that had a +2 or better ability (Karn Liberated's +4 is the best here). You may not get enough loyalty from 3 plus activations to spike an ultimate the same turn you craft, but LoE's doubling of your other untapper abilities and activated abilities should draw you toward a win. Basalt Monolith gives infinite mana with LoE out, Chromatic Orrery lets it be used as blue, and Faerie Mastermind will make your opps draw from empty libraries (ask for Trickbind or a split second kill spell and if nobody's running them you can shortcut) if you don't do it first and win with Jace Wielder.\n\nAlternatively you can just drop Dark Depths t4, copy it with IM just like he was a Thespian's Stage, and swing with your 20/20.\n\nOther notable cards:\n\nLotus Field I never run in any deck, but it's excellent in here. I'll of course change my mind once it eats nonbasic land destruction, but it's great for the untappers.\n\nPropaganda I also really dislike, I think it's almost always a lazy brewer's inclusion, but we are super weak to combat. We can chump or possibly bounce Voltron, and we can threaten to block and trade with a clone, Propaganda gives us more breathing room against go wide. It's the first card I will cut if I find a better strategy, but I have a feeling this is a deck it will stay in.\n\nGlen Elendra Archmage is a challenging police piece to run, but I'm thinking the -1/-1 counter will often get removed to use again from Irma, Iron Man, or Lyla. The last 2 are egregiously boring cards but they do the job. \n\nNev's Disk I am really excited about. It's old alpha magic that always gets cut but we might get some gotchas with it. I want someone to Teferi's Protection or similar in response, then change IM into another Nev's Disk and go overtop with a second activation.\n\nLike Mirage Mirror, once IM's ability resolves once, he's the thing he copied and you can't use his copy ability again that turn, so you have to stack activations first, and then add to the stack after the newest one resolves. Mirage Mirror mostly only did this with infinite mana anyway, and IM's mana requirements to do this are even bigger, so it's unlikely you'll be muddling through some non-deterministic on-stack mana untapping loop to find your way to infinite mana or drawing your deck without it naturally hitting a wall.\n\nMalcolm is unlikely to ever cast a bomb for free but he's a great looter on curve.\n\nIrma is good if you want to keep a copy of someone else's bomb for the whole go around the table. You just make IM that thing first in precombat main, then use her trigger to make her into a copy of the copy-but-named-IM.\n\nI am incredibly happy to be running Attunement in commander. If your hand is full of Planeswalkers, dump them and draw into The Enigma Jewel. Even better, dodge removal by turning IM into Attunement and then activating him (or not).\n\nIf you do rack up a lot of counters on IM (loyalty or +1/+1), copying Nardole can earn you a ritual of blue mana.\n\nTrinket Mage tutors for Enigma Jewel but Retrofitter Foundry is fine if you have the Jewel already.\n"}]}
Artifact
The Enigma Jewel
The Enigma Jewel enters tapped.
: Add . Spend this mana only to activate abilities.
Craft with four or more nonlands with activated abilities (, Exile this artifact, Exile the four or more from among other permanents you control and/or cards in your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
: Add . Spend this mana only to activate abilities.
Craft with four or more nonlands with activated abilities (, Exile this artifact, Exile the four or more from among other permanents you control and/or cards in your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Legendary Artifact


Artifact
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Creature
Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer

Iron Man, Armored Avenger
Flying
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.)
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature Artifact - Human Hero

Malcolm, Alluring Scoundrel
Flash
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Legendary Creature - Pirate Siren

Nardole, Resourceful Cyborg
: Add for each counter on Nardole. Spend this mana only to cast noncreature spells.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature Artifact - Scientist

The Destined Thief
The Destined Thief can't be blocked.
, : Another target creature you control can't be blocked this turn.
Whenever one or more creatures you control deal combat damage to one or more players, draw a card, then discard a card. If you have a full party, instead draw three cards.
, : Another target creature you control can't be blocked this turn.
Whenever one or more creatures you control deal combat damage to one or more players, draw a card, then discard a card. If you have a full party, instead draw three cards.
Legendary Creature - Human Rogue

Wharf Infiltrator
Skulk (This creature can't be blocked by creatures with greater power.)
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card.
Whenever you discard a creature card, you may pay . If you do, create a 3/2 colorless Eldrazi Horror creature token.
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card.
Whenever you discard a creature card, you may pay . If you do, create a 3/2 colorless Eldrazi Horror creature token.
Creature - Human Horror

Creature
(CTRL to add secondary)
Enchantment
Enchantment
(CTRL to add secondary)
Instant
Instant
(CTRL to add secondary)
Land
Dark Depths
Dark Depths enters with ten ice counters on it.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Legendary Snow Land

Land
(CTRL to add secondary)
Planeswalker
Jace Reawakened
You can't cast Jace Reawakened during your first, second, or third turns of the game.
+1: Draw a card, then discard a card.
+1: You may exile a nonland card with mana value 3 or less from your hand. If you do, it becomes plotted.
−6: Until end of turn, whenever you cast a spell, copy it. You may choose new targets for the copy.
+1: Draw a card, then discard a card.
+1: You may exile a nonland card with mana value 3 or less from your hand. If you do, it becomes plotted.
−6: Until end of turn, whenever you cast a spell, copy it. You may choose new targets for the copy.
Legendary Planeswalker - Jace

Jace, the Mind Sculptor
+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library.
0: Draw three cards, then put two cards from your hand on top of your library in any order.
−1: Return target creature to its owner's hand.
−12: Exile all cards from target player's library, then that player shuffles their hand into their library.
0: Draw three cards, then put two cards from your hand on top of your library in any order.
−1: Return target creature to its owner's hand.
−12: Exile all cards from target player's library, then that player shuffles their hand into their library.
Legendary Planeswalker - Jace

Kaito, Cunning Infiltrator
Whenever a creature you control deals combat damage to a player, put a loyalty counter on Kaito.
+1: Up to one target creature you control can't be blocked this turn. Draw a card, then discard a card.
−2: Create a 2/1 blue Ninja creature token.
−9: You get an emblem with "Whenever a player casts a spell, you create a 2/1 blue Ninja creature token."
+1: Up to one target creature you control can't be blocked this turn. Draw a card, then discard a card.
−2: Create a 2/1 blue Ninja creature token.
−9: You get an emblem with "Whenever a player casts a spell, you create a 2/1 blue Ninja creature token."
Legendary Planeswalker - Kaito

Mordenkainen
+2: Draw two cards, then put a card from your hand on the bottom of your library.
−2: Create a blue Dog Illusion creature token with "This token's power and toughness are each equal to twice the number of cards in your hand."
−10: Exchange your hand and library, then shuffle. You get an emblem with "You have no maximum hand size."
−2: Create a blue Dog Illusion creature token with "This token's power and toughness are each equal to twice the number of cards in your hand."
−10: Exchange your hand and library, then shuffle. You get an emblem with "You have no maximum hand size."
Legendary Planeswalker - Mordenkainen

Tezzeret, Betrayer of Flesh
The first activated ability of an artifact you activate each turn costs less to activate.
+1: Draw two cards. Then discard two cards unless you discard an artifact card.
−2: Target artifact becomes an artifact creature. If it isn't a Vehicle, it has base power and toughness 4/4.
−6: You get an emblem with "Whenever an artifact you control becomes tapped, draw a card."
+1: Draw two cards. Then discard two cards unless you discard an artifact card.
−2: Target artifact becomes an artifact creature. If it isn't a Vehicle, it has base power and toughness 4/4.
−6: You get an emblem with "Whenever an artifact you control becomes tapped, draw a card."
Legendary Planeswalker - Tezzeret

Ugin, Eye of the Storms
When you cast this spell, exile up to one target permanent that's one or more colors.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
+2: You gain 3 life and draw a card.
0: Add .
−11: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
+2: You gain 3 life and draw a card.
0: Add .
−11: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Legendary Planeswalker - Ugin

Planeswalker
(CTRL to add secondary)
Sorcery
Echocasting Symposium
Target player creates a token that's a copy of target creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Hidden Strings
You may tap or untap target permanent, then you may tap or untap another target permanent.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery

Sorcery
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"~how do we break this guy~\n\nThe easiest plan to play with IM is to copy the best thing on the board. The major drawback of this strategy is that, outside of Timmy mode in the boring lower brackets, most good cards people play are good because of ETBs, which IM can't make use of, in others' decks and in our own. This limits the availability of value categories we can build around because 3 mana for activating a continuous effect over a turn is a LOT. The value benchmark I tried to use was Divination (am I getting 2 cards worth from this activation?) and instead I settled for a floor benchmark of 1 card, some combat damage, and the value in the ability to do it again next turn lacking anything better to do.\n\nThe deck also needs mana in mono blue. The first place to go for that is artifacts and that made the deck just another Urza deck without Urza in it. Blue has been getting a lot of common and uncommon mana dorks lately, some of which tap for more than 1 mana but it can only be spent conditionally. One of those spend conditions is on artifacts or abilities of artifacts so I cut those. The rest are great as they activate abilities, but the density of dorks was too low, so I added a few of the most powerful untappers and hope that with 12 total mana boosts above sol ring par we will have access to 2U in the mid to late game when that mana spend returns above benchmark.\n\nThis is also challenging to gauge because we can't goldfish vs. opponents, so this deck will be one that needs a lot of in-person testing to find the best and most fun decks to sit down against, and which stuff to look for to copy. Because of our inability to get value out of ETBs with IM that may relegate us to Bracket 2 decks (yuck) but I hope to fine tune the deck to be a strong Bracket 3. The deck was built to enable plenty of room for the strategy of copying opps' stuff.\n\nOpps will burn removal on IM before they learn. If you're holding up 2U, you can blank most type-targeted removal. Swords to Plowshares? Just copy a land, fizzles because of illegal target. I added some hexproof and indestructible lands in there to help him survive \"destroy/exile target permanent\" or aura removal. But I am thinking (with no reps in yet) that he will either have a chilling effect on players running out their good copy targets for him to copy with pseudohaste if he's already on the field, or the good copy target will draw the table's hate more than IM will.\n\nFor that reason I'm expecting the deck to require its own backup wincon so I tried to build a unique one. It's pretty cool that IM can copy planeswalkers, but if he has no loyalty counters on the resolution of his activation, he dies to state-based effects. So in order to make use of this at all we have 2 cards that can give him starting loyalty: Goldberry and Nesting Grounds (Tolaria West tutors for this). Now he can copy a Planeswalker to dodge removal, but also make use of a PW plus ability on your own turn. It's a shame that most of the PWs we can run are roughly useless for this deck and its theme, but in looking through the other pieces in the deck I got a decent idea for a wincon via The Enigma Jewel, which was already in there for its mana ability. I selected looting effects (draw and discard) over straight draw wherever I could, and we have natural choices to dump planeswalkers into our yard as an easy default decision (sometimes you will just want to resolve a planeswalker though). We have so much ability mana, including from The Enigma Jewel that pay its own craft cost (craft is a keyword activated ability) and our untappers, we can aim to have 4 planeswalkers in yard and craft with 4 of them. Notably Locus of Enlightenment (backside of EJ) grants *every* activated ability of cards used to craft it, so it gets multiple loyalty abilities and *no once-per-turn-limit on activations* AND *LoE naturally doubles each activation* though sadly not the cost of adding loyalty counters. There may be some fine tuning still, but the planeswalkers I selected were primarily ones that had a +2 or better ability (Karn Liberated's +4 is the best here). You may not get enough loyalty from 3 plus activations to spike an ultimate the same turn you craft, but LoE's doubling of your other untapper abilities and activated abilities should draw you toward a win. Basalt Monolith gives infinite mana with LoE out, Chromatic Orrery lets it be used as blue, and Faerie Mastermind will make your opps draw from empty libraries (ask for Trickbind or a split second kill spell and if nobody's running them you can shortcut) if you don't do it first and win with Jace Wielder.\n\nAlternatively you can just drop Dark Depths t4, copy it with IM just like he was a Thespian's Stage, and swing with your 20/20.\n\nOther notable cards:\n\nLotus Field I never run in any deck, but it's excellent in here. I'll of course change my mind once it eats nonbasic land destruction, but it's great for the untappers.\n\nPropaganda I also really dislike, I think it's almost always a lazy brewer's inclusion, but we are super weak to combat. We can chump or possibly bounce Voltron, and we can threaten to block and trade with a clone, Propaganda gives us more breathing room against go wide. It's the first card I will cut if I find a better strategy, but I have a feeling this is a deck it will stay in.\n\nGlen Elendra Archmage is a challenging police piece to run, but I'm thinking the -1/-1 counter will often get removed to use again from Irma, Iron Man, or Lyla. The last 2 are egregiously boring cards but they do the job. \n\nNev's Disk I am really excited about. It's old alpha magic that always gets cut but we might get some gotchas with it. I want someone to Teferi's Protection or similar in response, then change IM into another Nev's Disk and go overtop with a second activation.\n\nLike Mirage Mirror, once IM's ability resolves once, he's the thing he copied and you can't use his copy ability again that turn, so you have to stack activations first, and then add to the stack after the newest one resolves. Mirage Mirror mostly only did this with infinite mana anyway, and IM's mana requirements to do this are even bigger, so it's unlikely you'll be muddling through some non-deterministic on-stack mana untapping loop to find your way to infinite mana or drawing your deck without it naturally hitting a wall.\n\nMalcolm is unlikely to ever cast a bomb for free but he's a great looter on curve.\n\nIrma is good if you want to keep a copy of someone else's bomb for the whole go around the table. You just make IM that thing first in precombat main, then use her trigger to make her into a copy of the copy-but-named-IM.\n\nI am incredibly happy to be running Attunement in commander. If your hand is full of Planeswalkers, dump them and draw into The Enigma Jewel. Even better, dodge removal by turning IM into Attunement and then activating him (or not).\n\nIf you do rack up a lot of counters on IM (loyalty or +1/+1), copying Nardole can earn you a ritual of blue mana.\n\nTrinket Mage tutors for Enigma Jewel but Retrofitter Foundry is fine if you have the Jewel already.\n"}]}
































































