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Imoen, Mystic Trickster
UBlueLegendary Creature — Human Rogue Wizard

Imoen, Mystic Trickster

Mana value3Rank#9,630
BuildCard details

The Commander

Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)

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.)

Guide

Gameplan

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.

Strengths

  • Repeatable, escalating card advantage that snowballs hard if your initiative sticks
  • Ward {2} plus blue counters/bounce makes her durable and protects your engine
  • Background slot adds flexibility, color access, or a second engine
  • Initiative pressure forces opponents to attack you, shaping combat in your favor

Weaknesses

  • Mono-blue (or two-color via Background) struggles to remove problematic permanents
  • Losing the initiative shuts off half the engine and hands an opponent your value
  • Vulnerable to a wide aggressive board that easily takes the initiative back
  • Few creatures means initiative defense leans on spells and chump blockers

Key Cards

  • Undercity — The initiative dungeon that, paired with Imoen, gives you a second card and powerful rooms each upkeep.
  • Initiative — Cards like Caves of Chaos Adventurer and other 'take the initiative' enablers turn on Imoen's bonus draw and Undercity venturing.
  • Propaganda — Taxes attackers so you keep the initiative and protect your low creature count.
  • Rhystic Study — Doubles down on the card-advantage plan that defines this commander.
  • Cyclonic Rift — Premier mono-blue reset to clear blockers, protect the initiative, and push a lethal turn.
  • Swan Song — Cheap protection for Imoen and your key engine pieces, stacking with Ward {2}.

Upgrade Path

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.

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

  • ▸Out-draw the table and close with a big finisher like a fattened token, Stroke of Genius, or an X-spell
  • ▸Cyclonic Rift the board and swing with initiative creatures or a Thassa's Oracle/Laboratory Maniac win
  • ▸Assemble a blue combo (e.g., Thassa's Oracle + draw-out) enabled by overwhelming card flow
  • ▸Grind opponents out with repeated Undercity rooms and incremental advantage

Archetypes

  • Initiative/Dungeon Value — Imoen converts holding the initiative and completing the Undercity into a relentless draw engine.
  • Control — Mono-blue counters, bounce, and taxing effects let you defend the initiative and grind to inevitability.
  • Spellslinger/Combo — The extra cards fuel a build that digs for and protects a game-ending combo.
  • Group Slug/Pillowfort — Deterrent enchantments keep your fragile board safe while the engine snowballs.

Combos

No combos found for this commander on Commander Spellbook.

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