Invisible WomanInvisible Woman | Art by Erikas Perl
Welcome back to Plot Twist, the series where we build a Commander deck that looks like it's going to tell one kind of story only to throw out a twist for our opponents mid-game.
Last time, we brewed a deck around Jet, Rebel LeaderJet, Rebel Leader that was built to guarantee Jet's trigger always hit by including 65 creatures with mana value three or less. This "can't miss" style of deck (be sure to check out Plot Twist #36 or #41 too) can be a blast to play since it allows us to run strange creatures, like Phyrexian SoulgorgerPhyrexian Soulgorger and Intrepid AdversaryIntrepid Adversary, that might not make a more conventional version of the deck.
This week, we're taking a look at our first commander from Marvel Super Heroes Commander: Invisible WomanInvisible Woman. Given how rarely Wizards prints four-color commanders, Invisible Woman immediately piqued my interest.
How Does Invisible Woman Work?
As a three-mana 3/3, Invisible WomanInvisible Woman is a fine rate for draft but certainly nothing to write home about. Her first ability generates a 0/3 Wall token with defender and reach at the beginning of combat on our turn as long as we've cast a noncreature spell that turn. While this will certainly help create an extra blocker or two for us, the Wall tokens certainly won't win us the game without any extra help.
Invisible Woman's second ability reads "whenever you attack, you may pay . When you do, target creature gets +1/+0 until end of turn for each creature you control and can’t be blocked this turn." This turns those extra Wall tokens into an advantage and makes Invisible Woman or another creature into a lethal attacker if we have enough creatures on the board, but can also be a little underwhelming for four mana.
In taking a look at Invisible Woman's EDHREC page, we can see the 50 or so brewers (at the time of writing) are leaning into doubling effects, like Doubling SeasonDoubling Season and Annie Joins UpAnnie Joins Up, to help create extra Wall tokens, as well as staples like FarseekFarseek and Path to ExilePath to Exile that will trigger Invisible WomanInvisible Woman.
If you dig a little deeper, though, it's clear that there's a bit of an identity crisis with decks built around Invisible WomanInvisible Woman so far. Jetmir, Nexus of RevelsJetmir, Nexus of Revels is showing up in 27% of lists at time of writing, and Anim Pakal, Thousandth MoonAnim Pakal, Thousandth Moon is showing up in 18% of decks too. Both are powerful cards in token strategies, but can be a bit of a nonbo when those tokens are 0/3 Wall creatures with defender and reach.
But this is Plot Twist where we're always looking to do something quirky with our brews!
Doing the Twist
That's right, we're going to lean fully into Walls typal (not just creatures with defender either) with this week's decklist. If you like building around unusual creature types, check out this Spider-Ham, Peter Porker brew.
We're running a bunch of powerful, low-mana-value Walls, like Wall of DenialWall of Denial and Wall of GlareWall of Glare, that will help us buy time, plus noncreature ramp, like Three VisitsThree Visits and FarseekFarseek, so we can ramp into Invisible Woman a turn early or trigger her ability later on. We should be able to build out a squad of Walls to keep ourselves alive well into the late game.
Then, when we're ready to turn the corner, we can start deploying spells like Rolling StonesRolling Stones and High AlertHigh Alert that turn our army of Walls into offensive threats. Combine that with cards like Baldin, Century HerdmasterBaldin, Century Herdmaster and Vent SentinelVent Sentinel, and we'll be able to quickly close out the game when we're ready.
Of course, this wouldn't be a Plot Twist deck without some spicy cards, like Reunion of the HouseReunion of the House and Total WarTotal War, that can catch our opponents off-guard while also being really powerful in exactly this deck. In the end, we ended up with a solidly Bracket 3 deck that's still full of fun surprises. Let's dive in!
Let's Talk about Walls
Since we're building a Wall typal deck, there's a certain density of creatures we'll want to hit even though we aren't running traditional typal cards, like Kindred DiscoveryKindred Discovery or Kindred ChargeKindred Charge. In total, only 18 Walls made the final decklist, but with 29 noncreature spells that can also trigger Invisible WomanInvisible Woman's ability, we should have plenty of Walls available to block and eventually win the game.
Wall of DenialWall of Denial, Wall of FrostWall of Frost, Wall of ShardsWall of Shards, and Weathered SentinelsWeathered Sentinels are Walls we'll almost always be happy to see in our opening hand. They're large, they block well, and they'll probably discourage our opponents from attacking us so we can set up and dig towards a way to turn our Walls into attackers.
One of the best Walls in the deck will be Tuktuk RubblefortTuktuk Rubblefort simply because it gives our creatures haste. Whether we play this on a later turn and then attack for lethal, or reanimate all of our Walls at once with Reunion of the HouseReunion of the House, we'll be happy to have Tuktuk Rubblefort in play to allow our creatures to attack on the same turn.
While they're not actually Walls, Order of the StarsOrder of the Stars, Perimeter CaptainPerimeter Captain, and Stalwart Shield-BearersStalwart Shield-Bearers all deserve special mention. Order of the Stars can protect us from whatever the most popular color our opponents are playing is, Perimeter Captain can gain us some life when our Walls block, and Stalwart Shield-Bearers will give our team an additional +2 toughness which can later translate into extra damage when we go on the offensive.
Ramp That Can Also Make Walls
Similar to what other brewers are doing in their versions of an Invisible WomanInvisible Woman deck, we're leaning heavily on noncreature ramp, especially spells that we can cast on turn two, like Three VisitsThree Visits and Arcane SignetArcane Signet. That should allow us to reliably cast our commander on turn three and then start triggering her every turn afterwards.
While normally a four-color deck like this would want to run Birds of ParadiseBirds of Paradise, Noble HierarchNoble Hierarch, or Delighted HalflingDelighted Halfling, we're forgoing those because we're not super worried about ramping on turn one. An added benefit of this is we can run lands that enter tapped, like Jetmir's GardenJetmir's Garden and Lush PorticoLush Portico, to squeeze a little extra value out of our mana base.
One of our three Game Changers is Smothering TitheSmothering Tithe since it can make us a ton of mana very quickly while also triggering our commander. Two other creatures that can make us a ton of mana are Axebane GuardianAxebane Guardian and Overgrown BattlementOvergrown Battlement. While Overgrown Battlement only creates green mana, we have plenty of expensive spells and activated abilities to sink our mana into in the late game.
Decanter of Endless WaterDecanter of Endless Water plays a dual role in our deck since it ramps us and allows us to keep all the cards we draw off of Distant MelodyDistant Melody or Plagon, Lord of the BeachPlagon, Lord of the Beach. While Sunscape FamiliarSunscape Familiar and Wall of RootsWall of Roots can effectively 'ramp' us much more than they might initially appear to.
Card Draw (to Find More Walls)
It feels counterintuitive to say so, but this Walls deck should be able to draw tons of cards. Between Distant MelodyDistant Melody, Last March of the EntsLast March of the Ents, Plagon, Lord of the BeachPlagon, Lord of the Beach, and The Pride of Hull CladeThe Pride of Hull Clade, we're in a good position to draw cards en masse when we need to. We'll want to be careful we don't have to discard to hand size, or have Decanter of Endless WaterDecanter of Endless Water out, when we cast these though to make sure we're not immediately losing all the card advantage we just gained.
There's also Assemble the PlayersAssemble the Players, Guardian ProjectGuardian Project, Trouble in PairsTrouble in Pairs, and Wall of MulchWall of Mulch to draw us a steady stream of cards over time. Most of our card draw also has the added benefit of triggering Invisible WomanInvisible Woman when we cast it, too, helping us eke out just a little more value.
Rammas Echor, Ancient ShieldRammas Echor, Ancient Shield is one of the more interesting pieces of card advantage in our deck this week since it'll draw us a card and make us a 0/3 Wall whenever we cast our second spell each turn. The ability to give all of our Walls exalted is also a sneaky way for us to use Invisible WomanInvisible Woman to deal lethal commander damage, especially in combination with our commander's attack trigger that can further buff a creature and make it unblockable.
Wall of Stolen IdentityWall of Stolen Identity helps shore up any weaknesses we might have, copying the most important creature on the battlefield while also keeping it tapped down for as long as we control Wall of Stolen Identity. We can use this to nullify a Voltron commander, gain even more card advantage by copying something like Delney, Streetwise LookoutDelney, Streetwise Lookout, or double up on removal by copying a Meteor GolemMeteor Golem.
Interaction (is More Than Blocking with Walls)
Similarly to card draw, this decklist is running a lot more interaction than you might initially think. It definitely needs to because no matter how many Walls we have available to block, our arm of 0/3s is unlikely to permanently remove an attacker.
The Walls of Ba Sing SeThe Walls of Ba Sing Se is not only an enormous blocker, but it also gives all of our other permanents indestructible so that the 0/3 Walls our commander makes aren't always dying in combat. It also allows us to be more proactive with our board wipe effects since the rest of our creatures will survive. Note that The Walls of Ba Sing Se specifically doesn't give itself indestructible, though.
Speaking of board wipes, we're playing Dusk // DawnDusk // Dawn, Slaughter the StrongSlaughter the Strong, and The Battle of BywaterThe Battle of Bywater since they'll be (mostly) one-sided Wrath of GodWrath of God-style effects. Combine any of them with High AlertHigh Alert or another effect that lets our Walls attack and we'll be able to clear the board and knock out an opponent in one turn.
We're also running a couple of effects that can mess with combat in Pramikon, Sky RampartPramikon, Sky Rampart and Taunt from the RampartTaunt from the Rampart. I used to run a Pramikon flicker/burn decklist but retired it a couple of years ago because it struggled to close out games. One thing I did love about the deck was the pressure Pramikon itself puts on opponents and the interesting decisions it forces. While goad effects like Taunt from the Ramparts can be polarizing, this one tends to quickly close out the game since most of our opponents creatures won't be able to block.
Last but not least, Aura ShardsAura Shards seems like a fantastic use of one of our three Game Changers in this deck. Since Aura Shards doesn't care if the creature entering is a token or not, every time we trigger Invisible Woman we'll be able to get a free NaturalizeNaturalize, too. Aura Shards will certainly draw a lot of heat from our opponents, though, so be careful not to cast it if you can't immediately trigger it.
Winning the Game with Invisible Woman
Our primary win condition is going to be giving our Walls (and other creatures with defender) the ability to attack. Arcades, the StrategistArcades, the Strategist is one of the best ways for us to do so, but we also have redundant options in Assault FormationAssault Formation, High AlertHigh Alert, Rolling StonesRolling Stones, Wakestone GargoyleWakestone Gargoyle, and Walking BulwarkWalking Bulwark.
Be careful with Rolling Stones and Wakestone Gargoyle in particular, though, since they don't grant our creatures the ability to deal damage equal to their toughness, so we'll need to pair those two with something like Baldin, Century HerdmasterBaldin, Century Herdmaster. Baldin is a fantastic pairing with any of our other win conditions since he can buff the toughness of our creatures as well.
Vent SentinelVent Sentinel is likely our best noncombat win condition in the deck since we'll likely have a lot of creatures with defender sitting around by the time we can activate it. Tuktuk RubblefortTuktuk Rubblefort and Crashing DrawbridgeCrashing Drawbridge even give us a couple of ways to activate Vent Sentinel the turn we cast it. There's a couple of mill win conditions we could be running, like Coral ColonyCoral Colony and DoorkeeperDoorkeeper, but they didn't feel reliable enough to make the final decklist.
Last but not least, don't sleep on Akroma's WillAkroma's Will as a way to suddenly win the game in combination with an effect that lets our Walls attack. Giving our Walls flying and protection from all colors will make them really difficult to block. Plus, granting our creatures double strike is fantastic in combination with Baldin, Century HerdmasterBaldin, Century Herdmaster in particular.
In a lot of ways, this reminds me of the Joel/Abby list we built in Plot Twist #42 since it runs distinct, unusual, but powerful win cons.
A Few Additional Twists for Good Measure
It's the best time of the week! Where we look at interesting cards that popped up in the Scryfall search for this list.
First and foremost: Total WarTotal War. This is a sort of goad-esque effect that forces our opponent to attack with their Birds of ParadiseBirds of Paradise or Esper SentinelEsper Sentinel or it'll be destroyed. Most of our creatures (other than our commander) will be unaffected since they're Walls and likely wouldn't have been able to attack when Total War was designed. Gotta love a weird, old card.
Next up is Rolling StonesRolling Stones, one of our main win conditions in this week's deck. While it might seem like this card reads "creatures with defender can attack as though they didn't have defender" since it's another weird card, the oracle text reveals that this card cards about the subtype Wall rather than the ability defender. Fortunately, we have plenty of Walls that we'll want to be able to attack with, so its worth the slot.
Shield-Wall SentinelShield-Wall Sentinel is the sort of niche tutor that really overperforms in a deck like this. Sure, it costs four mana and can only find creatures with defender, but it can snag us Tuktuk RubblefortTuktuk Rubblefort, Vent SentinelVent Sentinel, Wakestone GargoyleWakestone Gargoyle, or other flexible pieces depending on what we need in the moment. It's the sort of flexible tutor that holds a deck like this together without being as salt-inducing as Vampiric TutorVampiric Tutor.
Last but not least, I want to draw your attention to Smile at DeathSmile at Death. The fact that this can get two creatures back on each of our upkeeps is really strong in a deck like this where almost every creature has two power or less. Before Invisible WomanInvisible Woman was spoiled, I was tinkering with a similar idea built around Terra, Herald of HopeTerra, Herald of Hope, and Smile at Death was an all-star in that list, too.
Invisible Woman Commander Decklist
Here's the full decklist for you to peruse:
The Walls, They're Invisible!
View on ArchidektCommander (1)
- 1 Invisible WomanInvisible Woman
Sorceries (11)
- 1 Distant MelodyDistant Melody
- 1 Dusk // DawnDusk // Dawn
- 1 FarseekFarseek
- 1 Idyllic TutorIdyllic Tutor
- 1 Last March of the EntsLast March of the Ents
- 1 Nature's LoreNature's Lore
- 1 Reunion of the HouseReunion of the House
- 1 Slaughter the StrongSlaughter the Strong
- 1 Taunt from the RampartTaunt from the Rampart
- 1 The Battle of BywaterThe Battle of Bywater
- 1 Three VisitsThree Visits
Enchantments (11)
- 1 Assault FormationAssault Formation
- 1 Assemble the PlayersAssemble the Players
- 1 Aura ShardsAura Shards
- 1 Guardian ProjectGuardian Project
- 1 High AlertHigh Alert
- 1 Rolling StonesRolling Stones
- 1 Smile at DeathSmile at Death
- 1 Smothering TitheSmothering Tithe
- 1 The Birth of MeletisThe Birth of Meletis
- 1 Total WarTotal War
- 1 Trouble in PairsTrouble in Pairs
Creatures (33)
- 1 Arcades, the StrategistArcades, the Strategist
- 1 Axebane GuardianAxebane Guardian
- 1 Baldin, Century HerdmasterBaldin, Century Herdmaster
- 1 Bamboo Grove ArcherBamboo Grove Archer
- 1 Crashing DrawbridgeCrashing Drawbridge
- 1 Drift of PhantasmsDrift of Phantasms
- 1 Jeskai BarricadeJeskai Barricade
- 1 Order of the StarsOrder of the Stars
- 1 Overgrown BattlementOvergrown Battlement
- 1 Perimeter CaptainPerimeter Captain
- 1 Plagon, Lord of the BeachPlagon, Lord of the Beach
- 1 Pramikon, Sky RampartPramikon, Sky Rampart
- 1 Shield-Wall SentinelShield-Wall Sentinel
- 1 Stalwart Shield-BearersStalwart Shield-Bearers
- 1 Sunscape FamiliarSunscape Familiar
- 1 The Pride of Hull CladeThe Pride of Hull Clade
- 1 The Walls of Ba Sing SeThe Walls of Ba Sing Se
- 1 Tinder WallTinder Wall
- 1 Tuktuk RubblefortTuktuk Rubblefort
- 1 Vent SentinelVent Sentinel
- 1 Wakestone GargoyleWakestone Gargoyle
- 1 Walking BulwarkWalking Bulwark
- 1 Wall of BlossomsWall of Blossoms
- 1 Wall of DenialWall of Denial
- 1 Wall of FrostWall of Frost
- 1 Wall of GlareWall of Glare
- 1 Wall of MulchWall of Mulch
- 1 Wall of OmensWall of Omens
- 1 Wall of RootsWall of Roots
- 1 Wall of ShardsWall of Shards
- 1 Wall of Stolen IdentityWall of Stolen Identity
- 1 Weathered SentinelsWeathered Sentinels
- 1 Wingmantle ChaplainWingmantle Chaplain
Instants (3)
- 1 Akroma's WillAkroma's Will
- 1 Enlightened TutorEnlightened Tutor
- 1 Kindred SummonsKindred Summons
Artifacts (4)
- 1 Arcane SignetArcane Signet
- 1 Decanter of Endless WaterDecanter of Endless Water
- 1 Rammas Echor, Ancient ShieldRammas Echor, Ancient Shield
- 1 Sol RingSol Ring
Lands (37)
- 1 Arid MesaArid Mesa
- 1 Bloodstained MireBloodstained Mire
- 1 Bountiful PromenadeBountiful Promenade
- 1 Breeding PoolBreeding Pool
- 1 Cavern of SoulsCavern of Souls
- 1 City of BrassCity of Brass
- 1 Command TowerCommand Tower
- 1 Exotic OrchardExotic Orchard
- 1 Flooded StrandFlooded Strand
- 1 ForestForest
- 1 Hallowed FountainHallowed Fountain
- 1 IslandIsland
- 1 Jetmir's GardenJetmir's Garden
- 1 Ketria TriomeKetria Triome
- 1 Lush PorticoLush Portico
- 1 Mana ConfluenceMana Confluence
- 1 Marsh FlatsMarsh Flats
- 1 Misty RainforestMisty Rainforest
- 1 MountainMountain
- 2 PlainsPlains
- 1 Polluted DeltaPolluted Delta
- 1 Raugrin TriomeRaugrin Triome
- 1 Sacred FoundrySacred Foundry
- 1 Scalding TarnScalding Tarn
- 1 Secluded CourtyardSecluded Courtyard
- 1 Secret TunnelSecret Tunnel
- 1 Spara's HeadquartersSpara's Headquarters
- 1 Starting TownStarting Town
- 1 Steam VentsSteam Vents
- 1 Stomping GroundStomping Ground
- 1 Temple GardenTemple Garden
- 1 Unclaimed TerritoryUnclaimed Territory
- 1 Verdant CatacombsVerdant Catacombs
- 1 Windswept HeathWindswept Heath
- 1 Wooded FoothillsWooded Foothills
- 1 Yavimaya, Cradle of GrowthYavimaya, Cradle of Growth
Roll the Credits
I hope you enjoyed reading the latest edition of Plot Twist featuring Invisible WomanInvisible Woman. Next time you sit down for a game of Commander, see what sort of plot twists you can add to take the game's narrative in a new direction.
I'd love to hear your thoughts on today's deck and what cards could find a home in it in the comments below or on Archidekt. The Maybeboards of my deck lists are always filled with cards I thought could work but didn't make the final list.
You can check out my other articles here or see what decks I'm currently playing here. I just spent a long day jamming games with some friends and got to put in some reps with my Marchesa Wizards Kindred and Kalamax Spellslinger-Voltron decks that I've been itching to play. I'm always tinkering with my Karador Cycling and Secret Commander: Wild Pair lists, too.
Stay tuned to see what other twists and turns are headed your way in the next edition of Plot Twist.
Jeff Girten
Jeff Girten is a small-town girl living in a lonely world. By his own admission, Jeff knows that at least some of that statement is false. He is not in fact a girl, and while he is from a small town he doesn’t live in a lonely world. He's a Chicago-based writer who's been playing Magic since you could buy Stronghold booster packs. Jeff laughs (mostly at himself) as much as possible, and loves when others do too. You could call him a smart ass, but he’d prefer you call him Jeff.
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