
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card. You may draw an additional card if Rayne is enchanted.
Mono-blue control/value engine that punishes opponents for targeting your stuff with removal, then leverages the card advantage into counterspells, board control, and a finisher. You play patiently, build mana and card flow, and protect Rayne with auras and hexproof to maximize her draw triggers while assembling a combo or beatdown plan.
Add more card-advantage enchantments and protection auras (Aqueous Form, Curiosity, Snake Umbra) to consistently trigger the enchanted bonus, and lean into fast mana like Sol Ring, Mana Crypt, and the on-color Moxen. Tighten the win plan with a clean combo (Thassa's Oracle plus self-mill, or an extra-turn/draw loop) so you don't durdle, and round out with top-tier counterspells (Mana Drain, Force of Will) and Cyclonic Rift to seal games.
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.