
Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This token gets +1/+0 for each other Illusion you control."
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Minn turns extra card draw into a growing army of Illusions, then sacrifices or trades those Illusions to cheat big permanents from your hand onto the battlefield for free. You play a tempo/value engine: draw two cards a turn to make Illusions, pump them by going wide, then convert their power into expensive bombs the moment they die. The deck wins by snowballing card advantage and dropping huge permanents ahead of schedule.
Add more cheap, repeatable 'draw your second card' enablers (Mystic Remora, Sylvan Library, wheels) so Minn fires every turn, plus a sacrifice outlet like Ashnod's Altar to convert Illusions into permanents on demand. Pack the deck with high-impact permanents to cheat out—Consecrated Sphinx, Rhystic Study, planeswalkers—and protect the board with Lord of the Unreal and counterspells. Fast mana (Sol Ring, Mana Crypt) and a few tutors raise consistency toward higher power tables.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite colorless mana, Infinite death triggers, Infinite ETB
→ Infinite death triggers, Infinite ETB, Infinite landfall triggers
→ Infinite colored mana, Infinite death triggers, Infinite ETB
→ Infinite damage, Infinite death triggers, Infinite LTB
→ Infinite LTB, Infinite ETB, Infinite sacrifice triggers
Combos via Commander Spellbook.
Same color identity (U), by popularity.