
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon.
Choose a Background (You can have a Background as a second commander.)
Take the initiative early, protect Imoen (and yourself) so you keep ticking through the Undercity each turn, and snowball card advantage off her end-step draws while you complete dungeons. Use mono-blue interaction to stall the board and protect your initiative until you bury opponents in cards or assemble a combo/finisher.
Pick a Background that supplements your weakness—Raised by Giants or Sword Coast Sailor for evasion, or a card-advantage/protection Background—then add fast mana (Sol Ring, mana rocks) and more proactive initiative enablers. Tighten interaction with the best counters and a compact two-card combo so the engine actually closes games, and lean into pillowfort/taxing pieces to lock down the initiative.
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.