









Overview:
This Dimir deck leverages Sephiroth, Planet's Heir as a central engine and win condition, combining aristocrats, forced sacrifice, and flicker synergies. The strategy revolves around forcing opponent creature deaths through edict effects (Plaguecrafter, Accursed Marauder), targeted removal, and combat tricks like Flatline. Each death triggers Sephiroth's +1/+1 counter ability while enabling payoffs like Syr Konrad, the Grim, Blood Artist, and Malakir Cullblade. Flicker effects (Deadeye Navigator, Ghostly Flicker) protect Sephiroth, reset sacrifice creatures, and amplify ETB value. Secondary win conditions include commander damage voltron (aided by Aqueous Form, Whispersilk Cloak) and combo lines with Peregrine Drake/Deadeye Navigator for infinite mana/flickers.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-4): Deploy mana rocks (Sol Ring, Dimir Signet), card advantage engines (Phyrexian Arena, Morbid Opportunist), and sacrifice outlets (Viscera Seer). Cast Sephiroth ASAP to apply pressure with his -2/-2 ETB.
- Force Deaths & Amplify Triggers (Turns 4-7): Resolve edicts (Plaguecrafter, Accursed Marauder) or targeted removal (Infernal Grasp, Pongify) to kill opponents' creatures, growing Sephiroth. Pair Sephiroth with Deadeye Navigator for protection and repeated -2/-2 triggers. Drop payoff engines like Syr Konrad, the Grim or Drivnod, Carnage Dominus to convert deaths into damage/card advantage.
- Win Condition Execution (Turns 6-9):
- Combat/Voltron: Equip Sephiroth with The Masamune, Tarrian's Soulcleaver, or evasion (Whispersilk Cloak) for lethal commander damage. Use Rogue's Passage for unblockability.
- Death Triggers: Leverage Drivnod doubling Blood Artist/Syr Konrad triggers to drain the table.
- Combo: Generate infinite mana with Peregrine Drake + Deadeye Navigator (soulbond + flicker). Use infinite flickers on Archaeomancer to recur any instant/sorcery (e.g., Windfall for mill/draw wins).
- Alternative: Resolve Summon: Primal Odin's Chapter II to grant Sephiroth "damage = lose the game."
Mulligan Priorities:
- Prioritize hands with Sephiroth + 3-4 lands/ramp.
- Essential includes: Early ramp (Sol Ring, Arcane Signet), a sacrifice outlet (Viscera Seer), or card draw (Night's Whisper, Ponder).
- Keep hands with interaction (Counterspell, An Offer You Can't Refuse) against faster pods.
- Avoid hands lacking black sources or with only high-CMC cards.
Key Tips:
- Protect Sephiroth: Equip Lightning Greaves/Swiftfoot Boots immediately. Use flickers (Displace, Planar Incision) in response to removal. Kaya's Ghostform ensures recursion.
- Maximize Deaths: Time edicts after opponents develop boards. Mass Diminish enables mass deaths with Sephiroth's -2/-2. Nest of Scarabs generates blockers from -1/-1 counters.
- Leverage Graveyard: Recur key pieces with Reanimate, Victimize, or Archaeomancer. Bojuka Bog disrupts opponents.
- Combo Setup: Tutor for Deadeye Navigator (via Muddle the Mixture transmute) or Peregrine Drake once mana is stable.
Weaknesses:
Critical
- Commander Dependency: Strategy collapses if Sephiroth is repeatedly removed before triggering. Limited protection beyond equipment/flickers.
- Graveyard Reliance: Drivnod, Syr Konrad, recursion, and Victimize are crippled by grave hate (Rest in Peace, Leyline of the Void).
- Board Wipe Vulnerability: Lacks mass reanimation; struggles to rebuild after wipes without Sephiroth/engines.
Moderate
- Slow Mana Base: Over 10 tapped lands (e.g., Dimir Aqueduct, Temple of Deceit) delay critical turns.
- Limited Board Control: No sweepers beyond Massacre Girl (situational); struggles against wide token strategies.
Minor
- Combo Fragility: Deadeye Navigator/Peregrine Drake combo is easily disrupted by instant-speed removal.
- Artifact/Enchantment Weakness: Minimal answers to resolved noncreature threats (only Feed the Swarm).
Most Important Cards:
- Deadeye Navigator (Flicker engine, combo piece, protection)
- Syr Konrad, the Grim (Primary death trigger payoff/wincon)
- Drivnod, Carnage Dominus (Doubles death triggers for explosive wins)
- Peregrine Drake (Infinite mana combo piece)
- Viscera Seer (Sacrifice outlet, enables death triggers)
- The Masamune (Voltron enabler, forces blocks, doubles triggers)
- Phyrexian Arena (Critical card advantage engine)
- Muddle the Mixture (Tutor for key 2-CMC pieces/answers)
- Lightning Greaves (Essential protection for Sephiroth)
- Archaeomancer (Recurs flicker spells/combo pieces)
Attribute Ratings:
Speed: 5/10
- Can threaten wins via voltron or combo around T7-9, but slow mana and setup requirements delay consistency. Fastest theoretical win is T6 with perfect combo draw.
Resilience: 4/10
- Some protection/flickers for Sephiroth and combo pieces, but heavily reliant on commander staying alive. Poor recovery from board wipes and grave hate.
Consistency: 6/10
- Solid draw (Windfall, Phyrexian Arena) and tutors (Muddle the Mixture, Victimize for creatures), but lacks redundancy for key noncreature combo pieces like Deadeye.
Interaction: 6/10
- Efficient targeted removal (Infernal Grasp, Tragic Slip) and counterspells (Counterspell, Negate), but lacks board wipes and noncreature answers beyond limited counters.
Rating Justification:
The deck demonstrates focused synergy and multiple win paths but is hampered by commander dependency, slow mana, and vulnerability to common disruption. Its T7-9 win speed and moderate resilience align with optimized casual tiers, falling short of high-power consistency/protection.
Power level: 5.0 - 5.5
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