Can You Play Dimir Differently in Commander?

by
Arnaud Gompertz
Arnaud Gompertz
Can You Play Dimir Differently in Commander?

Vela the Night-CladVela the Night-Clad | Art by Allen Williams

Greetings and salutations, friends and brewers of all horizons. Welcome to a new edition of Branching Out, where I take a look at a different color pair each other week and try to find some fun, weird, or unusual builds for them.

We're getting closer to the end of this journey, as more than half of the pairs have been tackled already. This time around, let's take a look at the darker corners of opacity and secrecy, veiled in mystery. Let's take a look at Dimir.

For the longest time, has been deemed one of the strongest color combinations to play Magic with. Underground SeaUnderground Sea was the most expensive dual for what seems like forever, and for good reason. These are the shades of both control and attrition - of misery and denial.

They're also the most popular choice on EDHREC as well, with more than 120K total decks, and boasting seven commanders above the 12,000 decks threshold.

Let's take a look at the most egregious of them:

Already there are a few interesting insights that can be derived from these stats.

First, there's a very strong connection between the commanders and their strategy, much more so than in the other color pairs we dabbled with, or so I feel. I wasn't expecting to see Satoru UmezawaSatoru Umezawa so high, but I believe that giving any monster ninjutsu is a terrifying and glorious prospect.

Second, there's a clear typal streak, between Ninjas, Zombies, Faeries, and Horrors.

Third, three out of five of these legendary creatures come from precons. Granted, this is not always a guarantee of popularity, but it does help nonetheless, at least a bit.

Next, let's take a look at the most popular themes:

Unsurprisingly, four out of five top themes are strongly related to a specific type of creature.

With all this in mind, let's try finding some more unconventional ideas to surprise your tables and wreak havoc all in one fell swoop.


Lazav, the MultifariousLazav, the Multifarious

Lazav, the Multifarious

Let's begin this foray by staying close to the surface with a deck that's not that obscure, but still deserves more love.

This iteration of Lazav, the best one ever printed, in my humble opinion, provides several versatile options. These are centered on cheating massive and/or impactful creatures on the board that would normally come with major drawbacks, but that are circumvented by Lazav.

There are basically two main ways to build this: You could fill your graveyard with meaningful creatures before turning Lazav into one of them, or you could use the commander as a distraction to find other ways to cheat creatures into play.

Or do both.

You could also turn Lazav into a massive toolbox, but that's much more convoluted and, in my experience, not that fun to play against, with turns that slow to a crawl.

Even if you fail to kill with commander damage, you could finish the job with big splashy creatures.

Phyrexian Dreadnought
Slither Blade
Vashta Nerada

To make this work, you'll need:

  • Huge creatures with huge drawbacks: The most common options include Phyrexian DreadnoughtPhyrexian Dreadnought (if you're rich), Eater of DaysEater of Days, LevelerLeveler, Hunted HorrorHunted Horror.
  • "Plan B" creatures: These will serve as backup plans with a full graveyard.
  • Evasive creatures: Lazav has no evasion of his own, so he'll require some help.
  • Looters: You need a full graveyard for this to work, so grab your share of draw-and-discard outlets.
  • Protection: Your commander will attract unwanted attention, so make sure to add some protective outlets to make it indestructible or give it hexproof at will.

You will like this deck if: 

  • You think of the graveyard as a huge toolbox.
  • You like clean kills.
  • You enjoy showing cards that are rarely playable.
  • You like sneaky plays.

You won't like this deck if: 

  • Voltron is for the weak.
  • You don't like to put all your eggs in one basket.
  • You dread grave hate.
  • Dreadnought??? Do I look like a millionaire?

Vhal, Candlekeep Researcher & Haunted One

Vhal, Candlekeep Researcher
Haunted One

Let's move on to another fun idea. Vhal is a fantastic mana dork on their own, generating to activate abilities. With Haunted OneHaunted One though, this becomes even better, giving your commander a new purpose. If you can manage to untap it repeatedly, you can provide a huge boost to your team, while making a massive amount of mana you can then invest in various abilities, including some juicy combos.

My only regret is that Vhal provides mana based on their toughness rather than power, but what can you do...

Therefore the main idea is to play a bunch of Wizards, possibly with interesting abilities, then activate Vhal two, three, five times to overrun your opponents with a massive board. This is some kind of Jack-of-All-Trade brew, where your final out isn't always clear, but will be spectacular nonetheless.

And don't forget Spacecraft. Tap Vhal, grow Vhal, add counters, untap Vhal, rinse and repeat, get huge vessels.

Sounds clunky? Sure is. Will it work? Hopefully. Will it be fun to build and tinker with? Absolutely.

Aphetto Alchemist
Glen Elendra Archmage
Staff of Domination

To make this work, you'll need:


You will like this deck if: 

  • You like Rube Goldberg machines.
  • You appreciate clunkiness in general.
  • You enjoy a difficult brewing challenge.
  • You think Wizards are underrated.

You won't like this deck if: 

  • You wish for a streamlined experience.
  • You're not one to mix strategies in a giant salad bowl.
  • You don't want to take long turns.
  • You're not a fan of combo wins in general.

Tormod, the Desecrator & Sakashima of a Thousand Faces... With a Friend

Tormod, the Desecrator
Sakashima of a Thousand Faces
Gyruda, Doom of Depths

Let's delve even deeper with an idea so weird it boasts only 54 decks on EDHREC.

This one is clearly weird and not for the weak of heart, as it will try to achieve a double goal: Make an army of 2/2s by repeatedly milling out decks around the table.

The idea is simple: Get Tormod and possibly Sakashima copying it on the field. Then cast Gyruda, milling everyone four cards. Bring back one of the billion clones you're running in the deck, making one or two Zombies in the process. Rinse and repeat until you feel your have enough or if your library is running dangerously thin, and overwhelm your opponents on the next turn with an army of Zombies and/or Gyrudas.

Or simply mill everyone out and watch your opponents die to empty libraries. Worst case scenario: You get to grab a juicy target from an opponent's graveyard, and restart the loop on a subsequent turn.

For maximum effect, I would also run outlets that allow you to cast spells at instant speed, allowing you to play Gyruda just before your turn.

In a way, this is not unlike the feeling you get when toying with Bridge from BelowBridge from Below. Dredge players will know what I'm talking about. Or what happens when you play a deck full of Rat ColonyRat Colony with a Thrumming StoneThrumming Stone out, for that matter

This isn't as easy a win as it may seem. You still need the six mana to cast Gyruda, which means you'll have paid the required to put it into your hand during a previous turn. And to maximize the output, you need a relatively low land count - probably 35 at most. I would go as far as playing little ramp.

Even better, you don't need any draw outlets, as all the win-cons are already in the command zone.

This isn't a game of speed, but one of patience, before you unleash your relentless and devastating wave of clones.

Clone
Skeleton Crew
Borne Upon a Wind

To make this work you'll need:


You will like this deck if: 

  • You like combo wins.
  • You wish to play something rarely seen.
  • You believe clones are underrated.
  • You don't care if your game ends in five minutes.

You won't like this deck if: 

  • You don't want to play the same strategy over and over.
  • You don't want to take turns that last forever.
  • You believe control players shouldn't attack for the win.
  • You don't like explaining what the deck does beforehand to give everyone a fair chance.

Burakos, Party Leader and Sword Coast Sailor

Burakos, Party Leader
Sword Coast Sailor

This one is inspired from a Bracket 2 deck I encountered a couple of weeks ago, and I really liked the idea.

Burakos is no underdog, being a part of almost 6,000 decks. This combination though has only 352 to its name, and I think it should see more play.

Sword Coast SailorSword Coast Sailor serves a double purpose: First, it opens the brew to blue, a color direly needed for this specific type of win; second, it allows Burakos to freely attack without worrying about being slaughtered by an ill-timed block.

So, swing with Burakos, make Treasures, and make more of them through various means. Again, these Treasures will serve a double purpose.

The first one is rather obvious: Give you a generous influx of mana to make sure you can cast all the relevant spells ahead of time. The second is to kill your opponents.

While black has the classic pinging outlets, blue provides a few critical cards, such as Kappa CannoneerKappa Cannoneer, Cyberdrive AwakenerCyberdrive Awakener or Rise and ShineRise and Shine. You could also consider playing clones that dismiss the legendary rule, such as Irenicus's Vile DuplicationIrenicus's Vile Duplication or Spark DoubleSpark Double to either make more shinies with more copies of Burakos, or copy artifact pinging machines.

Changeling Outcast
Nadier's Nightblade
Blood Money

To make this work, you'll need:

  • Party makers: Burakos works better if he has a few friends at his side. Blue and black have no lack of either Rogues, Clerics or Wizards, so it shouldn't be difficult to get at least a couple to join the fray. And don't forget cheap changelings!
  • Artifact pingers:
  • Payoffs: I've addressed them above, but the more you can find, the better.
  • Other Treasure makers: If Burakos is dealt with (and it will be), having a backup plan is reassuring.

You will like this deck if: 

  • You wish for a more laid back game, slowly accruing value over time before dealing the final blow.
  • You like Burakos but you're sick of seeing Folk HeroFolk Hero.
  • You like to keep your options open.
  • You want to play Aristocrats but without relying on creatures.

You won't like this deck if: 

  • You don't like being required to attack with your commander to do stuff.
  • You're sick of seeing Treasures everywhere.
  • You want a straightforward plan.
  • You're in a hurry.

Dragonlord SilumgarDragonlord Silumgar

Dragonlord Silumgar

For this last entry, let's forget about doing convoluted stuff. That's much too tiring. Let's leave the hard work to the opponents... and reap the benefits.

In a way, this isn't too dissimilar to the Moritte of the FrostMoritte of the Frost build I had evoked in the article on Simic commanders. The blue component is still predominant.

The end goal is however a bit different. Moritte wanted to copy the best stuff. Silumgar wants to steal it for good.

This is a theft deck. Let your opponents play their best stuff, and borrow it for the game to kill them with their own goodies.

This is also a deck that will scale with whatever your opponents end up playing. It should also be quite slow, so don't venture into too high-powered tables with this; you won't stand a chance.

Control Magic
Reins of Power
Desertion

To make this work, you'll need:

  • Ways to steal your opponents' stuff: There are 98 cards that contain the words "gain control." While not all are good matches, there should be more than enough decent outlets to decently fill your deck. Don't limit yourself to creatures on the field.
  • Ways to control the board: You need to keep in check whatever junk you don't care to take control of. I rather like the idea of bouncing stuff back to hand in this deck. Somehow, it feels appropriate.
  • Reins of PowerReins of PowerBecause why should you get only a single creature, when you can get an entire board? This may be the single best card in the whole deck.
  • Blink: Several of these controlling spells are stuck on creatures that you may want to refresh from time to time, or save from a targeted removal.

You will like this deck if: 

  • You don't care what you play as long as it's powerful.
  • You like to play tricks on your opponents.
  • You're playing to control, and you will control.
  • You don't care about losing a few teeth after the game ends.

You won't like this deck if: 

  • You care about keeping your friends.
  • You like to know what you'll play and how you'll win.
  • You don't like being a puppetmaster.
  • You're a likeable person overall.

Conclusion

One more color pair down, three to go. The more I push forward with this series, the harder it becomes not only to find weird brews, but also ideas that weren't covered in previous episodes.

I'm almost looking forward to its ending. Almost...

How about you? Did you find anything in here worth pursuing? Do you already play some of these brews, and if so, how do they perform?

Let me know in the comments below, and I'll see you in two weeks!

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Arnaud Gompertz

Arnaud Gompertz


Arnaud Gompertz has been playing Magic since 4th Edition, back in 1995. He's been an assiduous EDH enthusiast since 2012, with a soft spot for unusual and casual Commanders. He'll always favour spectacular plays against a boring path to victory. Aside from mistreating cardboard, he's a dedicated board games player, loves a challenging video game and occasionally tries to sing with his choir.

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