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Minn, Wily Illusionist with Wizards and Illusions

Commander / EDH Illusion Mono-Blue Tokens Wizards

JatjrZero


Minn, Wily Illusionist's ability would help me put cards in play whenever an illusion creature dies. I brought in many illusions I find that I like to play here. Also, I incorporated wizards like Azami, Lady of Scrolls which would help draw cards for Minn's ability to trigger. Patron Wizard, like Azami, would tap wizards to counter spells for defensive measures. With enough wizards, I think Patron Wizard would prevent opponent from playing anything.

There's a combo here. Meloku the Clouded Mirror + Walking Atlas + Retreat to Coralhelm to create infinite illusion tokens. Add in Blasting Station and its an instant game over. Without Meloku or Blasting Station, Walking Atlas + Retreat to Coralhelm would help play all the extra land cards I have in hand.

Wingspan Mentor and Archetype of Imagination works together well. Bringing in +1/+1 counters on all of my creatures in play.

Phantom Steed, in combat phase, should choose a copy of Minn's illusion token so that when that copy dies at end of each combat phase, I get to put down a card from my hand.

Tetsuko Umezawa, Fugitive, without any +1 to any of illusion creatures' toughness, would make them all (ones with 1 toughness) unblockable. Pretty nice alternative!

Laboratory Maniac is in case there's enough drawing cards to end the game.

With Minn and Azami, Maskwood Nexus is highly recommended to make everything easy. Make all creatures all types so anything can be tapped for draw card or Patron Wizard's counter spell. Plus, since they count as illusion, Minn's illusions are even stronger. Another essential artifact is Alhammarret's Archive to help with Minn's ability.

The two cards I thought about but didn't acquire is Kindred Discovery and Intruder Alarm. Kindred Discovery is kinda expensive but if you have good budget unlike me, I strongly recommend Kindred Discovery. Easy extra drawing with illusions (I think best with illusions, could go with wizard instead). Intruder Alarm seem works well with Minn and Azami together in play. Azami let you tap wizards and draw so many and Minn's illusion coming in play untaps them. So Intruder Alarm's first part doesn't really affect you at all and only opponent. Pretty nice, I thought. I should grab Kindred Discovery and Intruder Alarm someday when I can. :)

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99% Casual

Competitive