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Atemsis, All-Seeing
UBlueLegendary Creature — Sphinx

Atemsis, All-Seeing

Mana value6Rank#10,110
BuildCard details

The Commander

Flying

{2}{U}, {T}: Draw two cards, then discard a card.

Whenever Atemsis deals damage to an opponent, you may reveal your hand. If cards with at least six different mana values are revealed this way, that player loses the game.

Guide

Gameplan

Atemsis is a mono-blue value engine that loots to dig for answers and threats, then wins out of nowhere by connecting for combat damage while holding a hand of cards with six different mana values. Spend the early game ramping, drawing, and protecting yourself, then untap with Atemsis, sculpt your hand to exactly six distinct mana values, push it through for one swing, and reveal for the instant kill.

Strengths

  • Singleton mono-blue means easy access to the best counterspells, card draw, and tutors to assemble the exact hand and protect the swing.
  • An alternate, hand-reveal win that bypasses life totals and ignores how much defense an opponent has.
  • Built-in card advantage via the loot ability keeps your hand stocked and lets you sculpt mana-value diversity.
  • Cheap, repeatable game-ending threat that doubles as a fine draw engine if the kill isn't online yet.

Weaknesses

  • The win requires Atemsis to connect in combat, so unblockable/evasion enablers are mandatory and removal is devastating.
  • Mono-blue struggles with permanent-based problems—enchantments and artifacts are hard to remove.
  • Needs you to hold a specific hand of six different mana values, which fights against actually casting your spells.
  • Opponents who simply chump-block, gain life irrelevance aside, or kill Atemsis in response shut the plan down.

Key Cards

  • Aqueous Form — Makes Atemsis unblockable so the damage trigger reliably fires for the reveal kill.
  • Rogue's Passage — On-demand unblockable enabler that survives board wipes and removal aimed at auras.
  • Whir of Invention — Instant-speed artifact tutor to find evasion or protection pieces, and you can stockpile artifacts at various mana values.
  • Mystic Confluence — Flexible counter/bounce/draw that protects the swing and is a six-mana-value building block.
  • Distortion Strike — Cheap unblockable plus rebound, giving you two windows to connect for the kill.
  • Thassa, Deep-Dwelling — Untaps Atemsis and grants potential unblockability while smoothing your draws.

Upgrade Path

Add fast mana (Sol Ring, Mana Vault, Mana Crypt) and free protection (Force of Will, Pact of Negation, Veil of Summer) so you can protect a single decisive swing. Lean on cheap repeatable unblockable enablers and flicker/untap effects, and run efficient tutors (Mystical Tutor, Personal Tutor) to find Aqueous Form or your evasion piece. Tighten the curve to make six distinct mana values trivial and consider a secondary win like Thassa's Oracle to avoid being a one-trick deck.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Connect with Atemsis while revealing six different mana values to make an opponent lose outright.
  • ▸Beat down with an evasive Sphinx and other flyers as a backup clock.
  • ▸Lock the game with counters and card advantage, then deploy a finisher like a mill or burn outlet.

Archetypes

  • Combo — The reveal ability is a deterministic alt-win once you connect with a six-distinct-mana-value hand.
  • Control — Mono-blue counters and removal let you stall the board while you assemble the kill.
  • Voltron — Suiting up Atemsis with evasion and protection to land one decisive hit mirrors a Voltron plan.
  • Spellslinger — A deck full of varied-cost instants and sorceries naturally fills out diverse mana values to enable the reveal.

Combos

No combos found for this commander on Commander Spellbook.

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