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Imoen, Mystic Trickster

Imoen, Mystic Trickster

Legendary Creature — Human Rogue Wizard

Imoen wants a deck that explores dungeons for a reward in every room. It can share the lead with a Background card as a second commander.

  • Mana cost2 genericblue
  • Blue ()
  • Power / toughness2 / 3
  • RarityUncommon

Ward 2 generic (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 2 generic.)

At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon.

Choose a Background (You can have a Background as a second commander.)

Build a deck with Imoen Find it in the app

Archetypes

Cards That Fit Imoen, Mystic Trickster

Picked for what they do in Imoen's deck. When two cards do the same job, the one with the lower comes first. All of them fit Imoen's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Imoen, Mystic Trickster

explain how Imoen works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 10 Jun 2022

If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

Wizards of the Coast 10 Jun 2022

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 10 Jun 2022

Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

Wizards of the Coast 10 Jun 2022

Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.

Wizards of the Coast 10 Jun 2022

If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.

Wizards of the Coast 10 Jun 2022

If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.

Wizards of the Coast 10 Jun 2022

If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders' combined color identities.

Wizards of the Coast 10 Jun 2022

If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.

Wizards of the Coast 10 Jun 2022

Imoen's second ability triggers only if you have the initiative as your end step begins. If the ability does trigger, it will check if you have the initiative again as it tries to resolve. If you don't still have the initiative at that time, the ability won't resolve and none of its effects will happen. Notably, if you don't have the initiative as your end step begins but you have completed a dungeon, the ability won't trigger and you won't draw any cards.

Wizards of the Coast 10 Jun 2022

Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined (although your Background won't usually be a creature anyway).

Wizards of the Coast 10 Jun 2022

You can choose two commanders that are the same color or colors.

11 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Imoen, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.Dungeon/InitiativeDungeon decks explore dungeons, special cards kept outside your deck, and get a reward in each room they move into. The initiative sends you into one called the Undercity, and an opponent takes it from you by dealing combat damage to you.Open the Dungeon/Initiative pageInitiativeA title only one player holds at a time. When you take it, and at the start of each of your turns while you hold it, you move one room through the Undercity, a dungeon with a reward in every room. An opponent takes it from you by dealing combat damage to you.Open the Initiative pageDungeon / VentureVenturing moves you one room through a dungeon, a special card kept outside your deck, and each room gives you its reward. Finish the last room and you can start a new dungeon. Dungeons are not permanents and never enter the battlefield. Sefris of the Hidden WaysOpen the Dungeon / Venture pageBackgrounds MatterBackgrounds are legendary enchantments that can join your commander in the command zone. Only a commander that says Choose a Background can take one.Open the Backgrounds Matter pageProtectionA creature with protection from something, like a color, is safe from anything with that quality. It cannot be damaged, enchanted or equipped, blocked, or targeted by it, and players remember the four with the word DEBT. It does not stop effects that neither target nor damage, like a board wipe that destroys every creature. ProgenitusOpen the Protection pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageDungeons / InitiativeCards that send you into a dungeon, a special card kept outside your deck, one room at a time for a reward in each room. Taking the initiative does this too.Open the Dungeons / Initiative page