Type: Deck Idea
Format (legal 👍)
comCommander
Commander Bracket
[3️⃣]
Info
Approx. Value:
$583.17
Buy

0 Likes 0 Comments
Avg. CMC 3.29
Card Color Breakdown
Card Type Breakdown

The Hobbit
releases on August 14, 2026!

Preorder now on CardKingdom Preorder now on TcgPlayer

The Hobbit
releases on August 14, 2026!

Preorder now on CardKingdom Preorder now on TcgPlayer
Main Deck - 100 cards, 83 distinct
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:
Name  Ed. Price Type Cost
Rarity Color
Commander
1 Safana, Calimport Cutthroat
$0.09
Legendary Creature - Human Rogue
Partner
1 Dungeon Delver
$0.07
Legendary Enchantment - Background
Creature (26)
1 Aarakocra Sneak
$0.14
Creature - Bird Rogue
1 Acererak the Archlich
$3.96
Legendary Creature - Zombie Wizard
1 Astral Dragon
$19.54
Creature - Dragon
1 Baleful Strix
$0.97
Artifact Creature - Bird
1 Clever Impersonator
$2.27
Creature - Shapeshifter
1 Copycrook
$0.25
Creature - Shapeshifter Rogue
1 Displacer Kitten
$22.20
Creature - Cat Beast
1 Feywild Caretaker
$0.15
Creature - Orc Wizard
1 Ghostly Pilferer
$2.47
Creature - Spirit Rogue
1 Glasspool Mimic // Glasspool Shore
$5.94
Creature - Shapeshifter Rogue // Land
1 Grim Hireling
$9.51
Creature - Tiefling Rogue
1 Hullbreaker Horror
$6.73
Creature - Kraken Horror
1 Jin-Gitaxias, Progress Tyrant
$8.35
Legendary Creature - Phyrexian Praetor
1 Ledger Shredder
$9.25
Creature - Bird Advisor
1 Marionette Master
$1.85
Creature - Human Artificer
1 Passageway Seer
$0.19
Creature - Tiefling Warlock
1 Phyrexian Metamorph
$2.36
Artifact Creature - Phyrexian Shapeshifter
1 Ravenloft Adventurer
$0.35
Creature - Human Rogue Assassin
1 Rilsa Rael, Kingpin
$0.09
Legendary Creature - Human Rogue
1 Sphinx of the Second Sun
$1.28
Creature - Sphinx
1 Starfield Vocalist
$1.32
Creature - Human Bard
1 Stunt Double
$4.61
Creature - Shapeshifter
1 Tomb of Horrors Adventurer
$0.40
Creature - Elf Monk
1 Transit Mage
$0.34
Creature - Human Wizard
1 Underdark Explorer
$0.25
Creature - Lizard Warrior
1 Vicious Battlerager
$0.17
Creature - Dwarf Barbarian
Instant (19)
1 Brainstorm
$1.50
Instant
1 Dark Ritual
$5.22
Instant
1 Deadly Rollick
$25.20
Instant
1 Entomb
$14.53
Instant
1 Essence Flux
$1.50
Instant
1 Fierce Guardianship
$68.00
Instant
1 Foil
$1.97
Instant
1 Ghostly Flicker
$1.23
Instant
1 Into the Flood Maw
$2.37
Instant
1 Miscast
$1.28
Instant
1 Mystic Confluence
$0.46
Instant
1 Negate
$0.25
Instant
1 Perplex
$1.40
Instant
1 Planar Incision
$0.37
Instant
1 Rapid Hybridization
$1.21
Instant
1 Saw in Half
$5.91
Instant
1 Snap
$3.24
Instant
1 Three Steps Ahead
$3.12
Instant
1 Vampiric Tutor
$67.15
Instant
Sorcery (6)
1 Demonic Tutor
$63.85
Sorcery
1 From the Catacombs
$0.92
Sorcery
1 Lively Dirge
$2.74
Sorcery
1 Reanimate
$8.30
Sorcery
1 Season of Weaving
$3.88
Sorcery
1 Toxic Deluge
$3.94
Sorcery
Artifact (9)
1 Arcane Signet
$0.55
Artifact
1 Lotus Petal
$37.26
Artifact
1 Machine God's Effigy
$6.51
Artifact
1 Mirror of Life Trapping
$0.32
Artifact
1 Moonsilver Key
$0.89
Artifact
1 Panharmonicon
$5.86
Artifact
1 Sarevok's Tome
$2.57
Artifact - Book
1 Sol Ring
$1.14
Artifact
1 Trailblazer's Torch
$0.21
Artifact - Equipment
Enchantment (3)
1 Animate Dead
$7.40
Enchantment - Aura
1 Heartless Summoning
$1.50
Enchantment
1 Necromancy
$18.75
Enchantment
Land (35)
1 Blinkmoth Nexus
$1.14
Land
1 Castle Locthwain
$3.87
Land
1 Choked Estuary
$0.47
Land
1 Clearwater Pathway // Murkwater Pathway
$4.26
Land // Land
1 Command Tower
$0.60
Land
1 Drowned Catacomb
$0.84
Land
10 Island
$0.32
Basic Land - Island
1 Morphic Pool
$29.42
Land
1 Mortuary Mire
$0.39
Land
1 Polluted Delta
$19.40
Land
1 River of Tears
$0.37
Land
1 Shipwreck Marsh
$6.60
Land
1 Sunken Hollow
$0.34
Land - Island Swamp
9 Swamp
$0.48
Basic Land - Swamp
1 Takenuma, Abandoned Mire
$11.02
Legendary Land
1 Undercity Sewers
$7.78
Land - Island Swamp
1 Underground River
$2.01
Land
1 Watery Grave
$9.54
Land - Island Swamp
Sideboard - 0 cards, 0 distinct
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Notes
 
In this deck you really want to enter The Undercity. The best dungeon by far and the final room will win you the game. Don't sleep on "Trap" though. With Dungeon Delver on the field you get to throw 10 damage around.

If you can't enter a dungeon, your job is to control the board and build an advantage on the side until you can get an adventure going. Since everything in the deck that isn't focused on dungeons is ramp, removal or card draw, it shouldn't be an issue. Don't forget to swing in the meantime! Most of your creatures will have evasion and offer some kind of advantage if you take the time to turn them sideways!

The goal of this deck is to reach the Throne of the Dead Three room in the Undercity. Once there, if you have dungeon delver online you can Grab a creature out of your top 10 cards twice! Ideally you are looking for some of the bombs in the deck like Marionette Master or Hullbreaker Horror but in the event you don't see anything 6+ mana, any card that takes the initiative is a great option.

This deck can reasonably win a game in 7-9 turns. It will win most of the time by taking the initiative multiple times in a turn, dishing out a lot of trap damage, and putting a few big creatures from the deck onto the battlefield to swing.

Over the course of a game, the goal will be to chip away at opponents, and even pass the initiative around a little so that everyone is swinging at each other to make cleanup easier in the end. Then, a game can be closed out by playing some of the bombs in the deck and pulling off a TPK on your opponents.

***

Take the Initiative: There are 12 cards that take the initiative in Dimir. We include 10 of them with Dungeoneer's Pack and Trailblazer's Torch being excluded due to it's limited functionality and poor curve with the rest of the deck.

Payoffs: There are several payoffs for the initiative in the deck including the commander and 6 main payoffs for completing The Undercity.

Venture into the Dungeon: There are 10 cards that venture into the dungeon in Dimir. We include a few of them. However, beware; these tools can launch you into a the wrong dungeon if you do not have the Undercity active. Never go into any dungeon other than the Undercity!

Card Advantage: The main theme of this deck is the Initiative which I consider to be card advantage. Playing the deck, card advantage from taking the initiative is often more than enough.

Ramp: This deck includes 10 pieces of ramp, a little low generally but made up for by a low curve and the fact that the commanders provide ramp and card advantage. The initiative also gives us a land in the first room which proves to be invaluable in fixing and providing late turn land drops. This deck focuses on curving out much more than wildly ramping.

Interaction: Most of the interaction in this deck is geared towards protecting your own pieces. Once the initiative goes off, the value you get will likely outpace anyone else.

***

Displacer Kitten: The kitten is often the best card in any deck that runs it and that holds true here. Blinking your creatures for more initiative triggers is one of the most powerful things you can do but it doesn't stop there. Mana rocks, can be blinked to allow you to cast more spells every turn or to reuse some other ability and blockers can be untapped in the nick of time to hold onto the initiative or to kill off a threat.

Tomb of Horrors Adventurer: What's better than having a card enter and venturing further into the dungeon? Two cards entering and venturing even further into the dungeon! How about three? The copy ability on this adventurer is insane and at 6 mana, by the time you cast it you often have already completed a dungeon. Since it triggers on the second spell you cast in the turn, you can often follow it up with something else and make two copies of that spell the same turn.

Acererak the Archlich: 3 Mana, enter the dungeon. This effect can be repeated as many times as you can pay for it. This guy is a one skeleton dungeoneering machine. He is one of the fastest routes to completing a dungeon. Just never enter the Tomb of Annihilation!

Clever Impersonator: Clones fuel a large portion of this list, filling in gaps and adding more ways to advance in the dungeon. Clever Impersonator can hit any useful permanent on the board and drive our adventures further than ever before.

Marionette Master: The most important finisher in the deck. If you can play her off the initiative she can enter as an 8/10! Even if she doesn't she can get up to 4 counters each rotation through the undercity if Safana and Delver are out! With the 3 treasures generated at the end of your turn if you have the initiative, which you probably do, she can make quick work of your opponents.

Astral Dragon: Another big finisher, this dragon combos with everything. While Astral Dragon doesn't always win the turn it enters, It provides a significant advantage often creating an insurmountable lead.

***

Some possible upgrades:

Add more efficient reanimation

Upgrade the removal package

Upgrade the tutor package

Improve the mana base and ramp package

Add card advantage staples

Add an infinite blink combo (infinite initiative triggers will kill the table)

Improve the selection of bombs in the deck. Perhaps stronger ETB effects or hate pieces.
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