
Ward
At the beginning of your upkeep, each player draws two cards.
Delirium — As long as there are four or more card types among cards in your graveyard, each opponent's maximum hand size is equal to seven minus the number of those card types.
Winter forces everyone to draw two extra cards each turn, then weaponizes that surplus: once you hit four-plus card types in your graveyard (delirium), opponents' maximum hand size shrinks to 3 or less, forcing massive end-step discards while you exploit the extra draws. You play a grindy Jund engine that turns symmetric card flow into a one-sided advantage through self-mill, recursion, and discard payoffs.
Lean harder into draw-punishment (Underworld Dreams, Fate Unraveler, Sheoldred, Psychosis Crawler) and one-sided draw flips (Notion Thief, Narset) so the engine stops helping opponents. Add fast mana and protection (graveyard recursion, swords, Ward stacking) plus reliable self-mill to enable delirium by turn three. Finish the package with a decisive combo or reanimation finisher so your card lead actually converts into kills before the table catches up.
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 (BGR), by popularity.