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Legendary Creature — Human Warlock
Ward {2} 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.
“Group hug that shrinks opponent hand sizes via delirium graveyard synergies.”
Winter is a clever group-hug commander with a nasty twist: you're forcing everyone to draw extra cards while slowly shrinking their hand sizes through delirium. Your game plan is to stock your graveyard with different card types (creature, instant, sorcery, land, artifact, enchantment, planeswalker) to trigger delirium, then watch opponents struggle as their maximum hand size drops to 3 or less. This forces them to discard valuable cards and disrupts their strategies while you stay ahead on cards and information.
You want to fill your graveyard naturally through card draw, self-mill, and dumping cards into the yard intentionally. Cards that mill you, use the graveyard as a resource, or create different card types help trigger delirium faster. Meanwhile, you abuse the extra card draw to find your best plays and set up threats. The deck plays like a midrange control deck that also punishes opponents for having too many cards—it's mean-spirited but fair, since everyone's drawing extra cards.
Ward {2} keeps Winter safe from cheap removal, so you can afford to tap out advancing your game plan. Your win condition is usually grinding opponents out through resource denial and hand disruption while you amass card advantage and swing in for commander damage or build a board presence.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive mana rocks like Mox Diamond; use Cultivate, Rampant Growth, and cheap self-mill like Satyr Wayfinder and Stitcher's Supplier instead of pricier dredge cards.
Inclusion = % of Winter, Misanthropic Guide decks running this card. +lift = percentage-point boost over the format average.
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