Commander 1
Creatures 12
Instants 26
Sorceries 12
Artifacts 10
Enchantments 3
Lands 36
Strategy notes
This is a Dimir (blue-black) Commander control/spellslinger deck built around The Scarab God. Its game plan is to control the board with removal, counterspells, and sweepers, while drawing lots of cards and generating value from casting instants and sorceries.
Key synergies include Talrand, Sky Summoner, Murmuring Mystic, Metallurgic Summonings, and Ominous Seas, which turn all that spellcasting and card draw into a growing army of tokens. Rise from the Tides can also convert a long game full of spells into a sudden finisher. Meanwhile, The Scarab God and cards like Archaeomancer, Mulldrifter, Ravenous Chupacabra, and Hostage Taker let the deck reuse strong ETB creatures from any graveyard for steady value.
It usually wins by out-valuing opponents over time, then closing with token swarms, repeated Scarab God activations, and incremental drain from Syr Konrad, the Grim.
Written by the Kraken's AI from this decklist.
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