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Commander

Nightmare Draw-Go

Nymris, Oona's Trickster{U}{B}

by Alien_Lobster 100 cards ≈ $149.86 0 Updated
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Decklist · 100 cards · 76 unique

Commander 1

Creatures 25

Instants 17

Sorceries 7

Artifacts 11

Enchantments 3

Lands 36

Strategy notes

Nightmare Draw-Go is a Dimir (blue-black) Commander control deck with a classic draw-go gameplan: play mostly at instant speed, keep mana up for counters/removal, and grind value through card draw and flash-style interaction.

Its core synergies revolve around Nymris, Oona’s Trickster and a high density of opponent-turn plays like Counterspell, Arcane Denial, Negate, Into the Roil, Siren’s Ruse, and Fact or Fiction, letting the deck turn reactive play into steady card advantage. It backs that up with strong filtering and draw engines like Search for Azcanta, Scroll Rack, Foresee, Mulldrifter, and Nezahal, Primal Tide.

To win, the deck usually outvalues and exhausts the table, then closes with resilient finishers and tempo swings such as Nezahal, Sphinx of Uthuun, Elder Deep-Fiend, Scourge of Fleets, or token/value threats like Meloku the Clouded Mirror. Overall, it’s a slow, controlling UB value deck that wins by surviving early, dominating

Written by the Kraken's AI from this decklist.