Minn, Wily Illusionist

Minn, Wily Illusionist

Color Identity

U mana

Details

Mana Value

3

Popularity

#667

of 3,466 commanders · via EDHREC

Card Text

Legendary Creature — Gnome Wizard

Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This token 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.

1/3

Playstyle

Control · Steady · Minimal interaction · Wins by engines

Aggression
2 of 5
Speed
2 of 5
Interaction
2 of 5
Combat
3 of 5
Engine
5 of 5
Complexity
4 of 5

Card Price

€10.19CardMarket
as of 2026-10-02

Strategy Guides

Card Draw Strategy Guide

Card Draw decks are for players who want a full hand to be the engine, the protection, and eventually the win condition. This strategy wants to draw extra cards every turn, using card draw commanders, repeatable engines, wheels, and draw payoffs, to win through card advantage EDH plans such as damage triggers, stocked interaction, or superior late-game resources. Unlike Control, it is not only answering threats, and unlike Spellslinger it cares about the draw event more than the spell cast. The best card draw commanders either refill you directly or convert each extra card into pressure.

Learn more about card draw strategies

Tokens Strategy Guide

Token decks are for players who want one card to become many bodies and then decide whether those bodies attack, block, draw cards, or fuel another engine. This strategy wants to flood the battlefield with creatures, using token commanders, repeatable generators, and anthem effects, to win through a go wide attack or by converting the swarm into damage, drain, or mana. Tokens is different from Aristocrats because making bodies comes first, from Counters because it grows wide instead of tall, and from Voltron because it spreads pressure across many creatures. The best token decks EDH players build reward patience against sweepers and careful timing on the finishing turn.

Learn more about tokens strategies

Control Strategy Guide

Control decks are for players who enjoy deciding which threats matter, spending answers carefully, and winning after the table has slowed down. This strategy wants to stabilize the game, using control commanders, counterspells, removal, sweepers, and card-draw engines, to win through a protected finisher, planeswalker, combo finish, or long-term card advantage. Unlike Stax, Control answers threats on the stack or battlefield instead of locking everyone out of resources. The best control decks EDH players build accept that multiplayer control cannot counter everything, so they lean on sweepers and engines that trade across several opponents.

Learn more about control strategies

Combo Strategy Guide

Combo decks are for players who enjoy finding a narrow line, protecting it, and ending the game with specific cards working together. This strategy wants to assemble combo commanders, tutors, draw, and compact two-card or three-card packages, using infinite combos or deterministic loops, to win in one decisive moment. Unlike Spellslinger it is not paid for every spell cast, unlike Storm it does not need a long chain turn, and unlike Big Mana it does not rely on casting one enormous payoff. The best combo decks EDH players build balance speed with enough interaction to survive the table's disruption.

Learn more about combo strategies

Popular Commanders

#CommanderIdentityStrategyPrice
01Syr Konrad, the GrimMill$1.76
02Etali, Primal StormExtra Combats$0.66
03Ragavan, Nimble PilfererTreasure$41.73
04Braids, Arisen NightmareAristocrats$4.61
05Azusa, Lost but SeekingLands Matter$13.07
06Loran of the Third PathGroup Hug$7.26
07Toski, Bearer of SecretsEquipment$7.99
08Kutzil, Malamet Exemplar+1/+1 Counters$2.70
SHOWING 8 · RANK: EDHREC · PRICES: TCGPLAYER MARKET · REFRESHED NIGHTLYBROWSE FULL INDEX →