
This spell costs less to cast if creatures you control have total toughness 10 or greater.
When Orysa enters, draw two cards.
Orysa is a mono-blue value engine that comes down as early as turn 3 when you've built a board with total toughness 10 or more, refilling your hand with two cards each time. You assemble a wide or tough board (often defensive walls), then leverage repeated card advantage and blink/recast loops to grind opponents out before closing with a finisher or big tempo swing.
Lean into a blink package (Deadeye Navigator, Ghostly Flicker, Conjurer's Closet) to abuse the draw-two ETB, and add fast mana like Sol Ring, Mana Vault, and an early curve of cheap high-toughness creatures to turn Orysa on by turn two or three. Tighten the interaction suite with Force of Will, Mana Drain, and Swan Song, then settle on a compact win condition such as Thassa's Oracle plus card-draw, or a Tetsuko-fueled evasive beatdown so the deck converts its advantage instead of durdling.
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.