
Whenever Krydle deals combat damage to a player, that player loses 1 life and mills a card, then you gain 1 life and scry 1.
Whenever you attack, you may pay . If you do, target creature can't be blocked this turn.
Krydle is a cheap, evasive Dimir commander that wants to connect for combat damage every turn, trading early aggression and self-protection for card advantage and incremental life swings. You build a low-curve rogue/unblockable shell that gets damage through, then leverage that connection into card draw, mill, or sacrifice value. Games close via repeated combat triggers, ninjutsu/saboteur abuses, or a stax-light grind into a finisher.
Tighten the curve and add proactive protection (Whispersilk Cloak, Lightning Greaves, swords) so Krydle reliably connects without committing your whole turn. Lean into a rogue/ninja package with Yuriko and stronger evasive payoffs, and add fast mana plus efficient Dimir tutors to find your combat-damage engines faster. For higher power, pivot toward extra-combat effects (Aggravated Assault), reliable unblockable threats, and a compact wincon rather than relying solely on incremental value.
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 (BU), by popularity.