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Legendary Creature — Human Rogue Wizard
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon. Choose a Background (You can have a Background as a second commander.)
“Sneaky blue control commander that draws cards via initiative & dungeons”
Imoen is a control-focused commander that rewards you for taking the initiative and completing dungeons. She's surprisingly hard to remove thanks to ward, and her card draw engine scales beautifully as you push through dungeons—each completed one nets you extra cards. The gameplan is to control the early game, establish the initiative through evasive threats or sneaky effects, then leverage dungeon synergies and card advantage to outvalue opponents. You're not racing anyone; you're grinding them out with tempo and resources.
The deck leans into Rogues, Wizards, and sneaky blue creatures that naturally support the initiative mechanic. Cards like Blink effects, protective spells, and dungeon payoffs create a tight game plan where you're rarely vulnerable. Your Background choice becomes crucial—pair Imoen with something like Haunted One for extra dungeon procs, or choose a defensive background to shore up her already-strong protection. Win through commander damage in the mid-game or simply overwhelming opponents with card advantage.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive protective spells like Force of Will; use Counterspell, Spell Pierce, and blue cantrips instead. Cheap evasive creatures like Faerie Seer and Invisible Stalker fill the initiative role without breaking the bank.
Inclusion = % of Imoen, Mystic Trickster decks running this card. +lift = percentage-point boost over the format average.
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