Minn, Wily Illusionist as a commander in mono blue EDH deck. With lots of permanents!

Power level

5
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Sami Lindqvist

Sat Jan 15 2022

mono bluepermanentsdrawmono color

Mono blue commander: Minn, Wily Illusionist with permanents

Adventures in the Forgotten Realms precons published in 2021 summer have some very interesting commanders! Minn, Wily Illusionist flied under the radar for a long time for me, but finally I've built my own mono blue deck! With lots of permanents.

Table of contents

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Commander

Minn, Wily Illusionist: Illustrated by Dmitry Burmak

Minn, Wily Illusionist

Deck list

View this mono blue Minn, Wily Illusionist permanent deck list in Archidekt


For some time now, I've played a lot of games with my mono red Rionya deck and have been interested in other mono colored decks. Especially blue and black (my favourite colors after red now) have many intriguing commanders. After doing some research and after a game in untap.io, I decided to try my deck building skills in Minn.

About Minn, Wily Illusionist

Minn focuses clearly in two different things: drawing at least 2 cards every turn and permanents. And creates Illusions as a side effect.

Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This creature gets +1/+0 for each other Illusion you control."

Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.

Minn, Wily Illusionist in EDHREC

In EDHREC Minn, Wily Illusionist has 1134 decks with most themes marked under wheels. This build is definitely a combat build with Illusion tribal team and wincons are clearly combat related.

Strategy

Early game and mulligans, < T3

I hope to get Minn out in a turn, where we can draw a second draw to trigger the ability. So try to choose a starting hand with 2+ lands or 2 and manarock with a way to draw the second card on the same turn as Minn is cast. Good ways to draw are: Endless Atlas, Implement of Examination, Myr Parcel.

Best plays in Early game

Lord of the Unreal to provide synergy to Illusions, Midnight Clock as a pseudo wheel and a ramp and Ominous Seas as way to get big beaters soon.

Mid game, T4 - T6

T4 to T6 are mid game is the part where I continue hitting a land every turn and getting at least one of the sac outlets out to provide pressure on the board. Great engine pieces are the planeswalkers Jace Beleren, Jace, Wielder of Mysteries and Jace, Cunning Castaway. The most powerful walker in the deck is easily Teferi, Master of Time due to the almost broken ability to loot a card every turn.

Best engine piece after Teferi, Master of Time is Alhammaret's Archive with the draw doubling.

Late game, T6+

In the late game collecting answers in hand with the extra cards drawn and building up the massive Illusion army. Having multiple sac outlets brings great value as a response to a removal or to a wipe spell. Digging through the library is essential to find the massive combat boosters to actually close the game in combat.

Every turn I still tend to hit someone, especially if they lose something else than a token to a 5/1 Illusion.

Winning the game

Winning the game with multiple buffed Illusions is not easy. The deck offers few clear combat wincons like Coat of Arms, Obelisk of Urd, Archetype of Imagination and my favorite, Tetsuko Umezawa, Fugitive. Alternative, and probably stronger wincons are Psychosis Crawler and Altar of Dementia + Jace, Wielder of Mysteries.

I've noticed that planeswalkers tend to collect lots of hate, even though their ulti-skills are weak so prepare to defend them or lose them if you play them out!

Who is the deck for

My first game with Minn was super interesting and fun due to the amount of triggers that happened due to having 2 Teferi, Master of Time planeswalkers (one was Spark Double) and just burning the opponents with a Psychosis Crawler. The second game was quite dull due to having a landfall Omnath deck against controlling my every Illusion with a Roil Elemental.

I'd say the Power level with this deck is max 5 due to the low amount of wincons and way too low amount of counterspells (only 2). I'm still confident I'm able to push this deck to a power level of 7 with changes.

avatar
Sami Lindqvist

Hi everybody, I'm Sami, the creator of EDH Chamber. I've played MTG from 2020 now, mostly Commander but I have a little bit of experience of pre-MH2 modern too. My goal is to build new, interesting and challenging decks. Really hope to find new out-of-color-pie commander decks like Dimir dragons!

Card highlights

Wincon

Teferi, Master of Time

Teferi, Master of Time

5 / 5

Teferi, Master of Time is great in the Minn deck and allows you to loot a card during every turn and works as a creature removal in a tight spot. Be ready to defend Teferi, as the ult ability is very strong.

Tetsuko Umezawa, Fugitive

Tetsuko Umezawa, Fugitive

5 / 5

Tetsuko makes your Illusions unblockable if you don't have any anthem effects and works as a combat based wincon in Minn deck.

Alhammarret's Archive

Alhammarret's Archive

5 / 5

Alhammarret's Archive makes drawing the second card trivial in this deck and works as a wincon in the sense of allowing you to draw so many cards in the game if let unanswered.

Psychosis Crawler

Psychosis Crawler

5 / 5

Drawing multiple cards every turn makes Psychosis Crawler amazing card and a clear wincon in any draw heavy deck.

Removal

You Find the Villains' Lair

You Find the Villains' Lair

4 / 5

Counter spell or a loot two spell? Great and manageable mana cost in mono blue and works well in this Minn deck.

Ixidron

Ixidron

5 / 5

Ixidron is a very weird card turning every nontoken creature into a 2/2 morph creature and boosting itself bigger. Often getting your commander turned into a 2/2 useless-body is bad, but this Minn deck runs adequate amount of sac outlets to return your commander to the command zone.

Curse of the Swine

Curse of the Swine

4 / 5

In mono blue board wipes and exile removals are hard to come by, but Curse of the Swine hits both in a single card.

Ramp

Nyx Lotus

Nyx Lotus

4 / 5

Nyx lotus enters tapped and costs quite a lot, but in Minn deck it is easy to get Nyx Lotus out with death trigger from a Illusion so entering tapped is a bit smaller down side.

Ashnod's Altar

Ashnod's Altar

5 / 5

Ashnod's Altar is a powerhouse in any deck and allows weird plays. In Minn deck the sack outlet allows to play permanents in instant speed.

Card Advantage

Frantic Search

Frantic Search

4 / 5

Frantic search allows you to create a new Illusion with Minn for free if mana was used from lands only.

Brainstorm

Brainstorm

5 / 5

Brainstorm is tremendous in Minn deck and gives you great value with only one blue mana!

Pulse of the Grid

Pulse of the Grid

4 / 5

Pulse of the Grid allows you loot multiple cards and if an opponent has still more cards than you do, you get the spell back to your hand allowing infinite shenaningans in other decks.

Illusory Ambusher

Illusory Ambusher

3 / 5

Illusory Ambusher is a bit weaker draw card but is a Illusion so works well in the tribal.

Military Intelligence

Military Intelligence

4 / 5

Military Intelligence provides a solid extra draw for your every turn with the low mana cost of 2 and increases the odds for you hit a permanent.

Skullclamp

Skullclamp

5 / 5

Skullclamp is one of the strongest cards in the format and allows massive synergies with Minn's Illusions: Make the illusion bigger, illusion dies, draw 2 cards and put a permanent from you hand on the battlefield.

Full Decklist

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