
At the beginning of your end step, if you've cast a noncreature spell this turn, reveal the top five cards of your library. For each card type among noncreature spells you've cast this turn, you may put a card of that type from among the revealed cards into your hand. Put the rest on the bottom of your library in a random order.
Hurkyl is a mono-blue card-advantage engine for a dedicated spellslinger deck: cast cheap noncreature spells each turn, then refill at your end step by digging five deep and grabbing one card of each type you've cast. Diversify your casts (instant, sorcery, artifact, enchantment, planeswalker) to maximize cards drawn, snowballing into a controlling shell that grinds opponents out before closing with a few big payoffs.
Add fast mana (Sol Ring, Mana Crystal, signets) and free counterspells (Force of Will, Fierce Guardianship, Pact of Negation) to protect your engine and cast multiple spells per turn. Lean into a clean combo finish—Isochron Scepter + Dramatic Reversal for infinite mana into Aetherflux Reservoir or a big Stroke of Genius—so the deck doesn't stall after generating advantage. Diversify card types intentionally (slot a few cheap artifacts, enchantments, and a planeswalker) to consistently pull multiple cards off each Hurkyl trigger.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (U), by popularity.