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Cyclonus, the Saboteur // Cyclonus, Cybertronian Fighter (Cyclonus, the Saboteur)
UBDimirLegendary Artifact Creature — Robot // Legendary Artifact — Vehicle

Cyclonus, the Saboteur // Cyclonus, Cybertronian Fighter

Mana value4Rank#12,429
BuildCard details

The Commander

More Than Meets the Eye {5}{U}{B} (You may cast this card converted for {5}{U}{B}.)

Flying

Whenever Cyclonus deals combat damage to a player, it connives. Then if Cyclonus's power is 5 or greater, convert it. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)

Living metal (During your turn, this Vehicle is also a creature.)

Flying

Whenever Cyclonus deals combat damage to a player, convert it. If you do, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)

Guide

Gameplan

Cyclonus is a graveyard-fueled aggro-tempo commander that grows by conniving on combat damage and flips into the Vehicle side to take extra turns. You want to connect early, snowball Cyclonus past 5 power so it converts to the Vehicle, then take repeated beginning phases (extra untap/upkeep/draw) to chain attacks, card draw, and value triggers.

Strengths

  • Cheap 4-mana flying threat that filters cards and self-mills via connive every combat
  • Extra beginning phases generate compounding card advantage and untap value engines
  • Living metal makes the Vehicle hard to kill on opponents' turns yet a creature on yours
  • Discarding nonland cards both grows Cyclonus and fuels reanimation/graveyard payoffs

Weaknesses

  • Relies on connecting in combat; gets walled by flyers, deathtouch, or removal-heavy tables
  • Extra beginning phases only give untap/upkeep/draw, not full extra combats by themselves
  • Color identity lacks easy enchantment/artifact removal outside spot answers
  • Slow to close if Cyclonus is repeatedly removed since it leans on a single threat

Key Cards

  • Reanimate — Cyclonus discards big creatures to connive, and Reanimate cheaply returns them to capitalize.
  • Sword of Feast and Flame — Grants evasion and pumps Cyclonus past 5 power while triggering extra value/discard on hit.
  • Faerie Mastermind — Punishes the heavy card draw and adds to a tempo flyer plan.
  • Aqueous Form — Makes Cyclonus unblockable to guarantee connive triggers and the convert flip.

Upgrade Path

Prioritize cheap evasion and protection (Aqueous Form, Slip Out the Back, Swiftfoot Boots) so Cyclonus reliably connects, plus efficient reanimation (Reanimate, Animate Dead) to convert discards into threats. Add fast mana (Sol Ring, signets, Dark Ritual) to deploy Cyclonus and protection on the same turn, and tutors like Vampiric Tutor to find your best equipment or finisher. Top-end: leverage extra beginning phases with untap-synergy rocks and draw payoffs to grind unanswerable card advantage.

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

  • ▸Voltron commander damage with equipment-buffed evasive Cyclonus
  • ▸Reanimated fatties beating down alongside Cyclonus
  • ▸Card-advantage grind into a decisive alpha strike or finisher spell
  • ▸Chaining extra beginning phases to untap mana rocks and storm off / loop value

Archetypes

  • Tempo Aggro — A cheap evasive threat that snowballs counters and filters cards every combat.
  • Reanimator — Connive discards fatties that you cheat back with reanimation spells in Dimir colors.
  • Voltron — Stacking evasion and pump pushes Cyclonus to lethal and triggers extra beginning phases.
  • Extra Turns/Phases — Combat damage repeatedly adds beginning phases to chain untaps, upkeeps, and draws.

Combos

  • Cyclonus, the Saboteur // Cyclonus, Cybertronian Fighter + Aggravated Assault

    → Infinite card draw, Infinite draw triggers, Near-infinite +1/+1 counters on a creature

  • Najeela, the Blade-Blossom + Cyclonus, the Saboteur // Cyclonus, Cybertronian Fighter

    → Infinite card draw, Infinite draw triggers, Near-infinite +1/+1 counters on a creature

Combos via Commander Spellbook.

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