
Flying
Wraiths you control have protection from Ring-bearers.
Whenever you cast an instant or sorcery spell, create a 3/3 black Wraith creature token with menace. Then if you control nine or more Wraiths, Wraiths you control have base power and toughness 9/9 until end of turn.
You're a Dimir spellslinger that builds a Wraith army instead of slinging burn. Every instant or sorcery makes a 3/3 menace Wraith, so you chain cheap cantrips and removal to flood the board, then flip the 9/9 switch once you hit nine Wraiths to swing for lethal. Protect the team with countermagic and card draw while you assemble an overwhelming, evasive board.
Prioritize cheap cantrips and efficient removal over splashy expensive spells so you trigger the token engine multiple times per turn, and add token doublers like Anointed Procession and Parallel Lives to hit nine Wraiths quickly. Include spell-recursion engines (Underworld Breach, Mizzix's Mastery, Past in Flames) for explosive token bursts, and protect your commander with counterspells and Lightning Greaves. Round out with overrun-style finishers like Cyclonic Rift or Craterhoof-adjacent effects to close once the army is assembled.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite card draw, Infinite draw triggers, Near-infinite death triggers
→ Infinite death triggers, Infinite ETB, Infinite LTB
→ Infinite death triggers, Infinite ETB, Infinite LTB
→ Infinite LTB, Infinite magecraft triggers, Infinite sacrifice triggers
→ Infinite card draw, Infinite draw triggers, Near-infinite ETB
Combos via Commander Spellbook.
Same color identity (BU), by popularity.