Pursuit of Knowledge - Dimir

by
Martin Dubuc
Martin Dubuc
Pursuit of Knowledge - Dimir
(Dimir GuildgateDimir Guildgate | Art by Cliff Childs)

The Lights are Getting Dimir

Since our last article in the Pursuit of Knowledge series, I have been able to enter an additional 57 EDH games to our extended gameplay data. The Command Zone gameplay data originally covered 316 games. Our current extended gameplay data now covers 432 games. The extended gameplay data brings better card ranking and provides us ranking for a larger card count, including preliminary ranking for the latest two sets, Guilds of Ravnica and Ravnica Allegiance. In this article, we will analyze the Dimir guild using a card pool that now covers 762 spells and 156 lands. We will present the best cards in different categories and build a deck around a Dimir legendary creature using this gameplay information.

30 Dimir commanders have some representation in EDHREC's commander deck database of 11,800 Dimir decks.

Looking at gameplay data, 17 of 74 games were won with a Dimir commander (23% win rate), which is lower than the 25% win rate that we would expect from a four-player game, all things being equal. Interestingly, one commander fared a little bit better for its small sample size: Dralnu, Lich LordDralnu, Lich Lord. This will be our commander for this article.

Dralnu, Lich Lord

Adding Flashback to spells in our graveyard, Dralnu, Lich LordDralnu, Lich Lord extends the graveyard to our hand, giving us substantial card advantage. If we can fill our graveyard with good cards, there will be plenty of options at our disposal to respond to varying game situations. However, Dralnu has a big drawback. If he is dealt damage, we have to sacrifice that many permanents. We would not want a spell like Blasphemous ActBlasphemous Act to resolve with him in play.

When looking at EDHREC, we can see three main themes for Dralnu decks: Zombie Tribal, Mill, and Spellslinger, each using a slightly different card distribution. For our deck, I have decided to focus more on milling and spellslinging. Although we will keep in store a couple of combos that can help us mill our opponents for victory, this is not the main focus of this deck. Our first goal while milling cards has more to do with putting value into all graveyards, value that can be reused for our own purposes. With Dralnu, self-milling in this deck is as good as card draw.

Average Card Type Distribution

For our deck, we will implement a core control shell to keep our opponents at bay while we search for one of our primary win conditions:

  • Play one of the big X spells (like Torment of HailfireTorment of Hailfire), with X large enough to secure the win
  • Draw a card with Laboratory ManiacLaboratory Maniac in play and an empty library
  • Mill our opponents

We will now present a breakdown of the Dimir card pool in the following categories: ramp, card advantage/filtering, disruption, mass removal, standalone creatures, noncreature spells, and lands. We will also look at three categories more specific to our deck: mill, reanimation, and spellslinger. As we present each category, the cards selected for our deck will be marked with a shaded background in each table. The ranking in our pool will also be outlined beside each card name.


Ramp

With no access to green, we need to rely a lot more on mana rocks for ramp in Dimir. With an average CMC of 3.56, a little bit on the high side, and with a five CMC commander, ramping is important in this deck. We will reserve 12 slots from our deck to this category.

Wayfarer's BaubleWayfarer's Bauble (6)Expedition MapExpedition Map (34)Bontu's MonumentBontu's Monument (75)High TideHigh Tide (132)
Astral CornucopiaAstral Cornucopia (8)Gilded LotusGilded Lotus (41)Phyrexian TowerPhyrexian Tower (~77)Lion's Eye DiamondLion's Eye Diamond (137)
Sol RingSol Ring (10)Thought VesselThought Vessel (52)Black MarketBlack Market (88)Sifter of SkullsSifter of Skulls (139)
Temple of the False GodTemple of the False God (~19)Everflowing ChaliceEverflowing Chalice (53)Ashnod's AltarAshnod's Altar (89)Pitiless PlundererPitiless Plunderer (146)
Phyrexian AltarPhyrexian Altar (24)Mox DiamondMox Diamond (54)Azor's GatewayAzor's Gateway (92)Baral, Chief of ComplianceBaral, Chief of Compliance (365)
Chrome MoxChrome Mox (28)Primal AmuletPrimal Amulet (57)Myriad LandscapeMyriad Landscape (~107)Dramatic ReversalDramatic Reversal (497)
Mana CryptMana Crypt (29)Shrine of the Forsaken GodsShrine of the Forsaken Gods (~61)Conduit of RuinConduit of Ruin (113)Isochron ScepterIsochron Scepter (549)
Solemn SimulacrumSolemn Simulacrum (31)Dowsing DaggerDowsing Dagger (67)Thaumatic CompassThaumatic Compass (119)Catalyst StoneCatalyst Stone

Primal AmuletPrimal Amulet reduces the casting cost of our instant and sorcery spells, which constitute the majority of the spells in our deck. In addition, once transformed, the Amulet provides us some ramp and can be used to copy any instant or sorcery spell we cast each turn at no extra cost.

Astral Cornucopia
Isochron Scepter
Catalyst Stone

Astral CornucopiaAstral Cornucopia is the highest-ranked mana rock in our card pool. Early on, we can cast this rock for three mana to ramp for one, but later in the game, we could tap for six to double the ramp from this rock.

Isochron ScepterIsochron Scepter is not so much a ramp spell as a way to generate infinite mana. Imprinting Dramatic ReversalDramatic Reversal on Isochron ScepterIsochron Scepter with a combination of mana rocks in play that generate three or more mana, we can tap all or our mana rocks, then activate the Scepter to cast Dramatic ReversalDramatic Reversal. This will untap all of our nonland permanents, including the Scepter and the mana rocks. We can then repeat this process as many times as we wish to net infinite mana, and with the right cards in hand or in the graveyard, access to infinite mana secures us the win.

Catalyst StoneCatalyst Stone reduces the casting cost of each spell we flash back from the graveyard.


Card Advantage/Filtering

In addition to our commander's intrinsic ability, this deck is packed with card advantage/filtering.

Demonic TutorDemonic Tutor (1)Treasure CruiseTreasure Cruise (19)Phyrexian ReclamationPhyrexian Reclamation (44)Cephalid ColiseumCephalid Coliseum (~162)
Vampiric TutorVampiric Tutor (2)Painful TruthsPainful Truths (20)Syphon MindSyphon Mind (46)Sire of StagnationSire of Stagnation (201)
Reliquary TowerReliquary Tower (~3)Bident of ThassaBident of Thassa (22)Gonti, Lord of LuxuryGonti, Lord of Luxury (48)Blue Sun's ZenithBlue Sun's Zenith (250)
SkullclampSkullclamp (4)BrainstormBrainstorm (26)Sanctum of UginSanctum of Ugin (~51)Temple of DeceitTemple of Deceit (~267)
Increasing AmbitionIncreasing Ambition (5)Kozilek, Butcher of TruthKozilek, Butcher of Truth (35)Corpse ConnoisseurCorpse Connoisseur (51)Notion ThiefNotion Thief (335)
Mystical TutorMystical Tutor (7)Path of AncestryPath of Ancestry (~35)Primal AmuletPrimal Amulet (57)Baral, Chief of ComplianceBaral, Chief of Compliance (365)
Laboratory ManiacLaboratory Maniac (12)Buried AliveBuried Alive (36)Ancient ExcavationAncient Excavation (61)Sphinx's TutelageSphinx's Tutelage (379)
Diabolic IntentDiabolic Intent (14)Grim HaruspexGrim Haruspex (38)Dig Through TimeDig Through Time (76)Staff of DominationStaff of Domination (743)
Sensei's Divining TopSensei's Divining Top (17)Dark PetitionDark Petition (40)Fact or FictionFact or Fiction (97)Mystical TeachingsMystical Teachings
MulldrifterMulldrifter (18)SpellseekerSpellseeker (43)Mystic ConfluenceMystic Confluence (102)River KelpieRiver Kelpie

As our commander's main ability opens our graveyard for us to cast instant and sorcery spells, we can leverage filtering a bit more to increase our chances to draw the right cards at the right time. Black and blue offer some of the best tutors and we include five of them in our deck. This gives us lots of flexibility. Exclusive to Dimir, Mystical TeachingsMystical Teachings allows us to tutor for response at instant speed.

Laboratory Maniac
Ancient Excavation
Blue Sun's Zenith

With Dralnu, self-milling is as good as card draw. Ancient ExcavationAncient Excavation lets us draw an additional hand of cards. Although we need to send a number of cards to the graveyard, we decide which cards go where, which should allow us to play most of these cards over time.

We still include a handful of spells that provides us card advantage. Blue Sun's ZenithBlue Sun's Zenith can be used for pure card draw, but also, if we get access to infinite mana, it can be used to mill either ourselves, with Laboratory ManiacLaboratory Maniac out, or mill our opponents. Fact or FictionFact or Fiction and Frantic SearchFrantic Search, double up as both card draw and self-milling.


Disruption

As a control deck, disruption is important in this deck. We find a mixture of target removal spells and counterspells that can protect our board or disrupt our opponent.

Bojuka BogBojuka Bog (~2)Grave PactGrave Pact (30)Hero's DownfallHero's Downfall (64)Mystic ConfluenceMystic Confluence (102)
Strip MineStrip Mine (~5)Torment of HailfireTorment of Hailfire (37)Dark ImpostorDark Impostor (73)DissipateDissipate (106)
Laboratory ManiacLaboratory Maniac (12)Time StretchTime Stretch (39)Temporal TrespassTemporal Trespass (74)Ulamog, the Ceaseless HungerUlamog, the Ceaseless Hunger (167)
DisallowDisallow (13)Glen Elendra ArchmageGlen Elendra Archmage (42)ShriekmawShriekmaw (77)Notion ThiefNotion Thief (335)
Scavenger GroundsScavenger Grounds (~19)Worst FearsWorst Fears (45)Rapid HybridizationRapid Hybridization (78)Dramatic ReversalDramatic Reversal (497)
Bident of ThassaBident of Thassa (22)Kokusho, the Evening StarKokusho, the Evening Star (47)Cyclonic RiftCyclonic Rift (84)Isochron ScepterIsochron Scepter (549)
Lightning GreavesLightning Greaves (23)Scour from ExistenceScour from Existence (50)Disdainful StrokeDisdainful Stroke (90)Staff of DominationStaff of Domination (743)
Liliana of the Dark RealmsLiliana of the Dark Realms (25)Temporal MasteryTemporal Mastery (62)Pact of NegationPact of Negation (94)Grisly SpectacleGrisly Spectacle

A number of counterspells are present in this deck. Some, like Pact of NegationPact of Negation, are meant to safeguard our win conditions, but the others can be used to protect our commander, especially against direct damage. Lightning GreavesLightning Greaves is also key to protect our commander. DisallowDisallow may protect our graveyard from getting exiled with cards like Bojuka BogBojuka Bog or Relic of ProgenitusRelic of Progenitus.

Disallow
Pact of Negation
Notion Thief

Imprinting a counterspell on Isochron ScepterIsochron Scepter may help us control the board in the early game.

Notion ThiefNotion Thief prevents our opponents from gaining card advantage, and if played in response to an opponent casting a big card draw spell, could allow us to draw many cards.

Staff of DominationStaff of Domination provides us a means of repeating Dralnu's Flashback ability. With infinite mana, the staff lets us draw our whole deck.


Mass Removal

Since we have a low creature count, to survive we will need a good number of mass removal spells.

Toxic DelugeToxic Deluge (27)Crux of FateCrux of Fate (107)Devastation TideDevastation Tide (320)MutilateMutilate (364)
In Garruk's WakeIn Garruk's Wake (32)LanguishLanguish (128)AetherizeAetherize (343)Crush of TentaclesCrush of Tentacles (404)
Deathbringer RegentDeathbringer Regent (81)Dread CacodemonDread Cacodemon (143)InundateInundate (346)Massacre WurmMassacre Wurm (436)
Cyclonic RiftCyclonic Rift (84)EvacuationEvacuation (150)Whelming WaveWhelming Wave (348)DamnationDamnation (441)
Necromantic SelectionNecromantic Selection (100)Kindred DominanceKindred Dominance (299)Decree of PainDecree of Pain (361)Vona's HungerVona's Hunger

Our commander's CMC is high enough that our mass removal spells have been picked to ensure our commander can survive most of them. This is the case at least for In Garruk's WakeIn Garruk's Wake and, to some extent, Vona's HungerVona's Hunger.

In Garruk's Wake
Evacuation
Vona's Hunger

Vona's HungerVona's Hunger does not fully clear the board, but its mana requirement is quite respectable and works at instant speed.

EvacuationEvacuation should also not affect us as much as our opponents, due to our low creature count.


Core Synergy: Mill

We select mill as the first core synergy for our deck. Two different kinds of milling are present in this deck: self-milling and milling our opponents. We will discuss more about self-milling in the Reanimation section. As far as milling other opponents is concerned, our ultimate end goal could be to force one or all of our opponents to put their whole library in their graveyard, but this is a tall ordeal in a four-player commander game. However, we can build our deck to take advantage of graveyards augmented through milling with cards like ReanimateReanimate, Havengul LichHavengul Lich, or Wrexial, the Risen DeepWrexial, the Risen Deep.

In the table below, we list cards that mill and cards that take advantage of milling.

Laboratory ManiacLaboratory Maniac (12)Jace, Vryn's ProdigyJace, Vryn's Prodigy (244)Consuming AberrationConsuming Aberration (405)Keening StoneKeening Stone (713)
Altar of DementiaAltar of Dementia (66)Lord of the VoidLord of the Void (265)Rise of the Dark RealmsRise of the Dark Realms (520)Memory JarMemory Jar (715)
Ulamog, the Ceaseless HungerUlamog, the Ceaseless Hunger (167)Jace, Memory AdeptJace, Memory Adept (269)Oona, Queen of the FaeOona, Queen of the Fae (541)Altar of the BroodAltar of the Brood (723)
Search for AzcantaSearch for Azcanta (170)BonehoardBonehoard (289)Geth, Lord of the VaultGeth, Lord of the Vault (579)Hedron CrabHedron Crab
Dread SummonsDread Summons (174)Crypt of AgadeemCrypt of Agadeem (~340)Havengul LichHavengul Lich (604)Psychic CorrosionPsychic Corrosion
Necrotic OozeNecrotic Ooze (183)Wrexial, the Risen DeepWrexial, the Risen Deep (373)Nephalia DrownyardNephalia Drownyard (~669)Grisly SpectacleGrisly Spectacle
Sire of StagnationSire of Stagnation (201)Sphinx's TutelageSphinx's Tutelage (379)Mesmeric OrbMesmeric Orb (701)Dreamborn MuseDreamborn Muse
Jace BelerenJace Beleren (234)NighthowlerNighthowler (386)Codex ShredderCodex Shredder (711)Mind GrindMind Grind

Some of the cards in our deck convert milling into resources. Such is the case with Oona, Queen of the FaeOona, Queen of the Fae. Oona creates tokens for each spell that we mill and for which we have correctly guessed the color. Dread SummonsDread Summons converts milled creature cards into Zombie tokens.

We can leverage the cards in all graveyards with spells like Rise of the Dark RealmsRise of the Dark Realms, Geth, Lord of the VaultGeth, Lord of the Vault, Havengul LichHavengul Lich and Wrexial, the Risen DeepWrexial, the Risen Deep.

Consuming AberrationConsuming Aberration helps with the milling, and acts as sizable threat that can spell the end of an opponent with no creature on board if left unaddressed.

Ulamog, the Ceaseless Hunger
Consuming Aberration
Oona, Queen of the Fae

Ulamog, the Ceaseless HungerUlamog, the Ceaseless Hunger and Mind GrindMind Grind provide us tools that make milling opponents a legitimate possibility. Sphinx's TutelageSphinx's Tutelage and Psychic CorrosionPsychic Corrosion converts our card draw into milling. Playing Blue Sun's ZenithBlue Sun's Zenith with one of these enchantments on the battlefield can have a similar effect as playing a TraumatizeTraumatize on all of our opponents.


Core Synergy: Reanimation

This category is twofold. On the one hand, we have a desire to grow our graveyard, to get better options for Dralnu. Knowing we aim at populating our graveyard, we also plan to include cards to reuse its content, especially for cards that could not be targeted by Dralnu.

EntombEntomb (3)Ancient ExcavationAncient Excavation (61)Drownyard TempleDrownyard Temple (~112)Consuming AberrationConsuming Aberration (405)
Animate DeadAnimate Dead (9)Altar of DementiaAltar of Dementia (66)Haven of the Spirit DragonHaven of the Spirit Dragon (~114)Rise of the Dark RealmsRise of the Dark Realms (520)
ReanimateReanimate (16)Body DoubleBody Double (71)Crucible of WorldsCrucible of Worlds (121)Geth, Lord of the VaultGeth, Lord of the Vault (579)
Whip of ErebosWhip of Erebos (33)Nim DeathmantleNim Deathmantle (86)Academy RuinsAcademy Ruins (~148)Havengul LichHavengul Lich (604)
Buried AliveBuried Alive (36)Frantic SearchFrantic Search (95)Cephalid ColiseumCephalid Coliseum (~162)Catalyst StoneCatalyst Stone
Phyrexian ReclamationPhyrexian Reclamation (44)Fact or FictionFact or Fiction (97)WindfallWindfall (207)River KelpieRiver Kelpie
Corpse ConnoisseurCorpse Connoisseur (51)Command BeaconCommand Beacon (~101)Puppeteer CliquePuppeteer Clique (235)Dralnu, Lich LordDralnu, Lich Lord
Dread ReturnDread Return (55)God-Pharaoh's GiftGod-Pharaoh's Gift (109)Haunted FengrafHaunted Fengraf (~301)Taigam, Sidisi's HandTaigam, Sidisi's Hand

To fill our graveyard, we bring in spells like Ancient ExcavationAncient Excavation, Fact or FictionFact or Fiction and WindfallWindfall. They provide the added benefit of helping us with the card draw. In addition, some cards like Hedron CrabHedron Crab, Oona, Queen of the FaeOona, Queen of the Fae and Nephalia DrownyardNephalia Drownyard can be used for self-milling to get more tools into our graveyard.

We include some creature reanimation cards: ReanimateReanimate, Puppeteer CliquePuppeteer Clique, Haunted FengrafHaunted Fengraf, Geth, Lord of the VaultGeth, Lord of the Vault, and Havengul LichHavengul Lich. As we have seen in the previous section, Geth also helps us with milling.

Reanimate
Crucible of Worlds
Havengul Lich

Since we plan to play spells from the graveyard, River KelpieRiver Kelpie brings us good card advantage.

To reanimate lands and artifacts that make their way to our graveyard, we include cards like Crucible of WorldsCrucible of Worlds, Drownyard TempleDrownyard Temple, and Academy RuinsAcademy Ruins.


Core Synergy: Spellslinger

Our last core synergy revolves around spellslinging. A spellslinger creature leverages its own abilities and others present on the board to make the casting of instant or sorcery spells more attractive. Such a creature normally leads to decks with a higher count of instant and sorcery spells, which is the case for our Dralnu deck.

Dark PetitionDark Petition (40)MirariMirari (424)Sentinel TowerSentinel TowerThing in the IceThing in the Ice
MirrorpoolMirrorpool (~55)Jace's SanctumJace's Sanctum (482)Murmuring MysticMurmuring MysticAcademy EliteAcademy Elite
Primal AmuletPrimal Amulet (57)Mnemonic WallMnemonic Wall (556)Runechanter's PikeRunechanter's PikeSphinx-Bone WandSphinx-Bone Wand
Swarm IntelligenceSwarm Intelligence (161)Snapcaster MageSnapcaster Mage (592)Niblis of FrostNiblis of FrostSurrakar SpellbladeSurrakar Spellblade
Baral, Chief of ComplianceBaral, Chief of Compliance (365)Mission BriefingMission Briefing (636)Spellweaver VoluteSpellweaver VoluteRise from the TidesRise from the Tides
Wrexial, the Risen DeepWrexial, the Risen Deep (373)Docent of PerfectionDocent of Perfection (667)The Mirari ConjectureThe Mirari ConjectureWill KenrithWill Kenrith
Talrand, Sky SummonerTalrand, Sky Summoner (402)ArchaeomancerArchaeomancer (689)Trail of EvidenceTrail of EvidenceDynavolt TowerDynavolt Tower

Putting most of our focus on milling and reanimation, we are not spending too many resources to leverage this synergy, but the ability to duplicate an instant or sorcery spell with cards like Swarm IntelligenceSwarm Intelligence, Primal AmuletPrimal Amulet and MirrorpoolMirrorpool can easily tilt the balance in our favor.

Primal Amulet
Baral, Chief of Compliance
Wrexial, the Risen Deep

Primal AmuletPrimal Amulet and Baral, Chief of ComplianceBaral, Chief of Compliance makes casting spells more affordable and Wrexial, the Risen DeepWrexial, the Risen Deep lets us play our opponents' best spells, extending the reach of the instant and sorcery spells we can play.


Standalone Creatures

This deck does not have a strong focus on creatures, so all of our creatures support our core synergies and there is no room for standalone creatures. However, I included the list in the table below to use as a reference in case we would want to create other Dimir decks with different archetypes/synergies. Looking at this list, the Aristocrats category provides a good portion of the highest ranked spell for this color identity.

Zulaport CutthroatZulaport Cutthroat (11)Grave TitanGrave Titan (85)Ink-Eyes, Servant of OniInk-Eyes, Servant of Oni (142)Stuffy DollStuffy Doll (193)
Viscera SeerViscera Seer (15)Butcher of MalakirButcher of Malakir (96)Bloodline KeeperBloodline Keeper (144)Merciless ExecutionerMerciless Executioner (196)
Blood ArtistBlood Artist (21)SangromancerSangromancer (105)Malakir BloodwitchMalakir Bloodwitch (148)CloneClone (218)
Carrion FeederCarrion Feeder (59)ThrummingbirdThrummingbird (115)Metallic MimicMetallic Mimic (171)Chasm SkulkerChasm Skulker (252)
Falkenrath NobleFalkenrath Noble (69)Deepglow SkateDeepglow Skate (124)Dark ConfidantDark Confidant (180)Fog BankFog Bank (267)
Abhorrent OverlordAbhorrent Overlord (72)Pawn of UlamogPawn of Ulamog (134)Indulgent AristocratIndulgent Aristocrat (187)Ogre SlumlordOgre Slumlord (274)
Gray Merchant of AsphodelGray Merchant of Asphodel (83)Sakashima the ImpostorSakashima the Impostor (135)Yahenni, Undying PartisanYahenni, Undying Partisan (192)Necropolis RegentNecropolis Regent (276)

Standalone Spells

Standalone spells are spells that work well alone or in concert with the commander. With three core synergies however, we are not going too deep with the standalone spells. The table below is mostly there to present spells that fall outside of our base categories and our core synergies for the deck.

Spawning PitSpawning Pit (49)PanharmoniconPanharmonicon (188)Inexorable TideInexorable Tide (270)BatterskullBatterskull (340)
OmniscienceOmniscience (99)Clock of OmensClock of Omens (203)Army of the DamnedArmy of the Damned (288)Paradox HazeParadox Haze (345)
Eldrazi MonumentEldrazi Monument (130)Helm of KaldraHelm of Kaldra (208)Copy ArtifactCopy Artifact (292)Copy EnchantmentCopy Enchantment (351)
Saheeli's ArtistrySaheeli's Artistry (154)The Chain VeilThe Chain Veil (220)Trailblazer's BootsTrailblazer's Boots (295)Mirage MirrorMirage Mirror (360)
LashwritheLashwrithe (178)Coat of ArmsCoat of Arms (233)Bloodforged Battle-AxeBloodforged Battle-Axe (301)Contagion ClaspContagion Clasp (376)
Mycosynth WellspringMycosynth Wellspring (184)Paradox EngineParadox Engine (251)Inquisitor's FlailInquisitor's Flail (311)ConspiracyConspiracy (392)
Rite of ReplicationRite of Replication (185)Phyrexian ProcessorPhyrexian Processor (264)BitterblossomBitterblossom (339)Blackblade ReforgedBlackblade Reforged (393)

Paradox Engine

One standalone spell shines in this deck: Paradox EngineParadox Engine. With a mana rock, some ramp spell like Catalyst StoneCatalyst Stone or Baral, Chief of ComplianceBaral, Chief of Compliance and Dranu in play, Paradox EngineParadox Engine is the perfect enabler for our spellslinger deck. Any time we play a spell, all of our nonland permanents, including Dralnu, untap. We have designed our deck with enough card draw to make for explosive turns when the engine starts clicking. Each spell we play from our hand can be replayed with Dralnu's ability to give Flashback to instant and sorcery spells in the graveyard. Isochron ScepterIsochron Scepter also plays well with Paradox EngineParadox Engine, as the Scepter untaps as soon as we cast the copy of the Imprinted spell and can be reactivated if the mana is available.


Lands

Our land base provides us with the right balance to play our blue and black spells, in addition with some ramp, and utility lands.

Command TowerCommand Tower (1)Scalding TarnScalding Tarn (9)Urborg, Tomb of YawgmothUrborg, Tomb of Yawgmoth (17)Drownyard TempleDrownyard Temple (38)
SwampSwamp (2)Bloodstained MireBloodstained Mire (10)Halimar DepthsHalimar Depths (19)Dreadship ReefDreadship Reef (42)
Verdant CatacombsVerdant Catacombs (3)IslandIsland (11)MirrorpoolMirrorpool (22)Academy RuinsAcademy Ruins (44)
Polluted DeltaPolluted Delta (4)Underground RiverUnderground River (12)City of BrassCity of Brass (23)Cephalid ColiseumCephalid Coliseum (45)
Bojuka BogBojuka Bog (5)Marsh FlatsMarsh Flats (13)Flooded StrandFlooded Strand (25)Temple of DeceitTemple of Deceit (66)
Reliquary TowerReliquary Tower (6)Temple of the False GodTemple of the False God (14)Morphic PoolMorphic Pool (27)Haunted FengrafHaunted Fengraf (72)
Strip MineStrip Mine (7)Scavenger GroundsScavenger Grounds (15)Sunken HollowSunken Hollow (31)Nephalia DrownyardNephalia Drownyard (138)
Watery GraveWatery Grave (8)Misty RainforestMisty Rainforest (16)Myriad LandscapeMyriad Landscape (34)Fetid PoolsFetid Pools (147)

Our utility lands enhance the milling (Nephalia DrownyardNephalia Drownyard and Cephalid ColiseumCephalid Coliseum), reanimation (Haunted FengrafHaunted Fengraf) and spellslinging (MirrorpoolMirrorpool) aspects of our deck.

Mirrorpool
Haunted Fengraf
Nephalia Drownyard

Some of these lands, like Haunted FengrafHaunted Fengraf, can be brought back from the graveyard with Crucible of WorldsCrucible of Worlds for multiple activations. Crucible of WorldsCrucible of Worlds may also target our fetch lands in the graveyard to bring more consistency to our land drop.


Putting It All Together

The Dimir color combination is well suited for control. However, in a multiplayer setting, a spellslinger may run out of ammunition. Dralnu gives us the opportunity to reuse the instant and sorcery spells we cast and makes the control aspect of this deck more sustainable. The end result is a deck that can stall our opponents' progress while we establish our winning conditions. In the process of building this deck, we have identified key cards in various categories that have performed well in a wide variety of EDH matchups and comply with the Dimir color combination. We can make use of this information to build other Dimir decks with similar or different archetypes.

In our next article, we will see what surprises Boros has in store for us. Per reader request, we will use Adriana, Captain of the GuardAdriana, Captain of the Guard as our featured commander, a commander that plays well with the strengths of Boros in the combat aspect of the game.

Have you ever been successful implementing milling as the primary win condition for an EDH deck? Which commander worked best for you in that respect? As always, I am curious to hear your feedback on the material presented in this article.


Cards up my Sleeve

View on Archidekt

Commander (1)

Creatures (16)

Artifacts (13)

Instants (19)

Sorceries (11)

Enchantments (3)

Lands (37)

Dralnu, Lich Lord

Martin Dubuc

Martin has been playing Magic since Fifth Dawn. He has explored many formats over the years and his favorite one is Commander. Curious by nature, Martin enjoys deckbuilding as much as playing the game. He likes to experiment new deck archetypes, explore new synergies and learn about crazy combos.

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