Battle of Wits - Illustration by Jason Chan

Battle of Wits | Background Illustration by Jason Chan

As nice as mainstream sets are, supplementary sets often give Wizards the freedom to do something special. That often means power creep—looking at you, Modern Horizons—but sometimes they just get freaky.

Mystery Booster Commander Edition introduces the rulebreaker mechanic, which laughs at the idea of what Commander is and shows us what it could be. Of the rulebreaker commanders, none are more exciting than Whtz, the Bibliophile, which removes the deck size restriction.

We can finally use Battle of Wits in Commander!

The Deck

Yorion, Sky Nomad - Illustration by Steven Belledin

Yorion, Sky Nomad | Illustration by Steven Belledin

Commander (1)

Whtz, the Bibliophile

Companion (1)

Yorion, Sky Nomad

Creature (53)

Aether Channeler
Agent of Treachery
Alandra, Sky Dreamer
Archaeomancer
Archivist of Oghma
Displacer Kitten
Don & Leo, Problem Solvers
Dour Port-Mage
Drift of Phantasms
Drumbellower
Elven Raft-Steerer
Esper Sentinel
Faerie Mastermind
Fblthp, the Lost
Felidar Guardian
Gold Myr
Helpful Hunter
Highcliff Felidar
Homunculus Horde
King T'Challa // Black Panther, Hope Enduring
Kwain, Itinerant Meddler
Ledger Shredder
Loran of the Third Path
Mnemonic Wall
Moon-Blessed Cleric
Ornithopter of Paradise
Phelia, Exuberant Shepherd
Plagon, Lord of the Beach
Pollywog Prodigy
Quantum Riddler
Recruiter of the Guard
Reflector Mage
Restoration Angel
Riptide Gearhulk
Silver Myr
Skyclave Apparition
Solitude
Soulherder
Spellseeker
Spirited Companion
Tataru Taru
Thalia's Lancers
Thassa, Deep-Dwelling
The Council of Four
Tishana's Tidebinder
Transit Mage
Venser, Shaper Savant
Wall of Omens
Wan Shi Tong, Librarian
Watcher for Tomorrow
Windborn Muse
Witch Enchanter // Witch-Blessed Meadow
Y'shtola Rhul

Instant (45)

Absorb
Aetherize
An Offer You Can't Refuse
Brainstorm
Cerulean Wisps
Chain of Vapor
Clever Concealment
Cloud's Limit Break
Cloudshift
Consult the Star Charts
Counterspell
Cyclonic Rift
Dawn's Truce
Dig Through Time
Displace
Dizzy Spell
Dovin's Veto
Eerie Interlude
Enlightened Tutor
Ephemerate
Erode
Essence Flux
Galadriel's Dismissal
Getaway Glamer
Ghostly Flicker
Hide on the Ceiling
Muddle the Mixture
Parting Gust
Path to Exile
Permission Denied
Pongify
Rapid Hybridization
Razorgrass Ambush // Razorgrass Field
Reality Shift
Refocus
Reprieve
Settle the Wreckage
Sink into Stupor // Soporific Springs
Snap
Strix Serenade
Swan Song
Swords to Plowshares
Thraben Charm
Three Steps Ahead
Waterbender's Restoration

Sorcery (19)

Austere Command
Council's Judgment
Emeria's Call // Emeria, Shattered Skyclave
Farewell
Fell the Mighty
Idyllic Tutor
Lórien Revealed
Ondu Inversion // Ondu Skyruins
Personal Tutor
Ponder
River's Rebuke
Sea Gate Restoration // Sea Gate, Reborn
Splash Portal
Step Through
Stock Up
Sunfall
Supreme Verdict
Treasure Cruise
Winds of Abandon

Enchantment (17)

Airbender Ascension
Battle of Wits
Dress Down
Ghostly Prison
Gleaming Splendor
Land Tax
Monologue Tax
Omen of the Sea
Ominous Seas
Proft's Eidetic Memory
Propaganda
Retreat to Coralhelm
Roiling Dragonstorm
Roll-Roll-Roll-Roll
Teleportation Circle
Trouble in Pairs
Unable to Scream

Artifact (32)

Arcane Signet
Archaeomancer's Map
Azorius Cluestone
Azorius Keyrune
Azorius Signet
Bender's Waterskin
Coldsteel Heart
Conjurer's Closet
Crawlspace
Cryogen Relic
Everflowing Chalice
Fellwar Stone
Ghost Vacuum
Ichor Wellspring
King Solomon's Frogs
Liquimetal Torque
Magewright's Stone
Marble Diamond
Midnight Clock
Mind Stone
Misleading Signpost
Mox Amber
Prismatic Lens
Relic of Progenitus
Sky Diamond
Sol Ring
Sting, the Glinting Dagger
Talisman of Progress
The Mind Stone
The Seriema
Thought Vessel
Wayfarer's Bauble

Land (83)

Abandoned Air Temple
Adarkar Wastes
Agna Qel'a
Arid Mesa
Azorius Chancery
Celestial Colonnade
Cephalid Coliseum
City of Brass
Command Tower
Deserted Beach
Eiganjo, Seat of the Empire
Exotic Orchard
Fabled Passage
Flooded Strand
Floodfarm Verge
Glacial Fortress
Hallowed Fountain
Hengegate Pathway // Mistgate Pathway
Island x21
Mana Confluence
Marsh Flats
Meticulous Archive
Minamo, School at Water's Edge
Mistrise Village
Misty Rainforest
Mystic Gate
Mystic Sanctuary
Nimbus Maze
Otawara, Soaring City
Plains x21
Polluted Delta
Port Town
Prairie Stream
Prismatic Vista
Reflecting Pool
Scalding Tarn
Sea of Clouds
Skycloud Expanse
Talon Gates of Madara
Tundra
Urza's Cave
Urza's Saga
Windswept Heath

This is a Bracket 3 flicker-control deck helmed by one of the most unique commanders ever printed, with Yorion, Sky Nomad as a companion and Battle of Wits as a win condition. It’s Bracket 3 in part because it runs three Game Changers: Enlightened Tutor, Cyclonic Rift, and Farewell.

The decks utilizes flicker synergies for two reasons: Firstly, Yorion needs permanents with enters abilities to be a meaningful part of the deck. Secondly, with 250 cards to support Battle of Wits, the deck can’t flesh out detailed synergies. It’s better to rely on generically good cards and/or archetypes with years and years of support. Azorius () has received so much flicker support over the years that there are many redundant pieces, so you can build a reliable, consistent deck by drawing on that.

The Commander: Whtz, the Bibliophile

Whtz, the Bibliophile

Whtz, the Bibliophile might be the most interesting rulebreaker commander because its lack of a deck limit enables cards previously unplayable because of how Commander worked, namely Battle of Wits and Yorion, Sky Nomad as a companion.

The enchantment has never worked in Commander because decks must contain exactly 100 cards, including the commander, so you physically couldn’t put play enough cards to trigger the win condition. The same goes for Yorion’s companion restriction, which requires your deck to run at least 20 more cards than the minimum. The EDH ruleset makes the minimum and cap the exact same number. But now you can add 20 more cards with Whtz (though Battle of Wits pushes you to run many more!), so Yorion can chill in the sideboard until you bring it into your hand.

Whtz Support

The deck supports Whtz’s 0-mana draw ability in two ways: There’s a handful of “draw your second card” payoffs that are easily enabled on your turn, and some untap effects to use Whtz multiple times a turn cycle.

The Council of Four and King T'Challa effectively make Whtz tap to draw two cards, plus they profit off your opponents’ game actions, so they’re solid without Whtz.

Ominous Seas, Homunculus Horde, and Alandra, Sky Dreamer provide bodies as you draw cards, with Whtz or other abilities.

Drumbellower and Sting, the Glinting Dagger are the best untappers since you get an extra Whtz activation on each of your opponents' turns. Elven Raft-Steerer and Retreat to Coralhelm get some free untaps in as you play lands, and Magewright's Stone is pretty cheap to cast and use.

The last untappers are Cerulean Wisps and Refocus, which are one-off effects but they cantrip and can be combat tricks in a pinch.

Tutors

With so many cards, tutors are crucial if you actually want to win with Battle of Wits; you need to draw it, after all.

To that end, Enlightened Tutor, Moon-Blessed Cleric, and Idyllic Tutor all find enchantments. The Cleric is absolutely my favorite; it can find Teleportation Circle or Thassa, Deep-Dwelling, which flicker it for more goodies.

The Seriema and Thalia's Lancers only find legendary cards, but there’s a legendary for every job in this deck, from removal to card draw, so they aren't terribly restrictive. I quite like Phelia, Exuberant Shepherd to keep flickering them.

Dizzy Spell, Muddle the Mixture, and Drift of Phantasms transmute into just about anything you want, including tutors that find more specific cards. Most of the cards in the deck have one of these mana costs, so these are as close to unrestricted as non-blue gets.

Step Through has a surprisingly deep pool of cards to draw on; I mostly added it for Spellseeker, but there’s Archaeomancer, Pollywog Prodigy, Aether Channeler, and so on.

I consider Spellseeker as a nexus tutor in that you’re probably using it to find a more specific tutor, like Enlightened Tutor, though it can obviously do much more. It’s really cool with Displacer Kitten: Spellseeker finds cheap spells that trigger the Kitten, which flickers Spellseeker to find more spells. Oh, and it finds Cyclonic Rift.

Transit Mage (another Step Through target!) only finds two possible cards, but they’re exceptional: Conjurer's Closet is one of the better flicker engines in the deck, and Riptide Gearhulk is one of the best flicker targets since it interacts with all your opponents at once.

Flicker Effects

Yorion is far from the only flicker effect. Please note that for this and the following sections: There’s so much redundancy that I’m only looking at the most interesting or powerful cards that fill each role rather than all of them.

Displacer Kitten

The best flicker effects are either cheap or repeatable. Displacer Kitten is the strongest of these in general, though this deck doesn't maximize its combo potential.

Y'shtola Rhul

Y'shtola Rhul generates an extra end step, which is crucial to its role in the deck. That means it flickers two permanents, but it also “doubles” the flicker triggers of other permanents, like Teleportation Circle and Don & Leo, Problem Solvers.

Hide on the Ceiling and Waterbender's Restoration are mass-flicker effects that don’t return your creatures to play until the end step, which lets them double as protection since you can get most or all of your important creatures away from Wrath of God.

Card Draw

To meet the demands of the flicker effects, most of the deck’s card draw comes from permanents that enter and cantrip. Of the redundant options there, two are worth discussing in detail: Cryogen Relic and Plagon, Lord of the Beach.

Cryogen Relic

Cryogen Relic cantrips when it leaves play, so flickering this results in drawing two cards, not one. You can also sacrifice it in a pinch to mess with an opponent, which is nice flexibility.

Plagon, Lord of the Beach

Plagon, Lord of the Beach has an extremely high ceiling. It draws one card alone, but the deck has a surprising number of creatures with toughness greater than their power.

There's Whtz, of course, but also Pollywog Prodigy, The Council of Four, Y'shtola Rhul… the deck was never built around high toughness, but keep an eye out for ways to sequence your cards so this draws two or three cards instead of one.

Kwain, Itinerant Meddler

Kwain, Itinerant Meddler is risky as your opponents can draw cards, but it’s a second outlet for all Whtz’s untap support.

Trouble in Pairs

Trouble in Pairs is one of the strongest draws spells in Commander, as its former place on the Game Changer list suggests. I'm not sure why we got this as a freebie, but I'll take it.

Besides the permanents, the deck has a host of cantrips and some of the stronger draw spells like Stock Up and Dig Through Time. With over 30 draw spells plus Whtz, the deck has no trouble finding the resources necessary to win.

Interaction

Like the card draw, the interaction suite leans into permanents worth flickering, though there are more than a few traditional board wipes and stuff like Swords and Path.

Cyclonic Rift and Winds of Abandon are the pinnacle here, flexible removal spells that tag one threat or act as asymmetrical board wipes. Notably, Spellseeker finds both.

Fell the Mighty

Fell the Mighty fits perfectly with a 1-power commander because it destroys most anything.

Farewell and Austere Command provide very flexible board wipes that can pinpoint problems like artifacts or enchantments while leaving your most valuable resources untouched.

Riptide Gearhulk and Highcliff Felidar are some of the better flicker targets since they remove things from all your opponents. King Solomon's Frogs is similarly useful and can even be cashed in so that you become the monarch.

Agent of Treachery

Agent of Treachery walks the line between removal and threat since you gain control of whatever it targets.

The Mana Base

As expected, there's lots of redundancy in the mana base; basically every 2-mana rock in our colors plus 3-mana rocks like Midnight Clock and Azorius Keyrune.

Most notably, The Mind Stone becomes a flicker engine and Gleaming Splendor is at least in contention for 2026’s best Commander card, if not the winner.

The land base is heavy on basics, but there’s still plenty of room for value. Lots of MDFCs made the cut, as did utility lands like Otawara, Soaring City and Abandoned Air Temple, so you’ll always have something to do with your mana. This looks a lot like your typical Azorius mana base, just with several times the expected number of basics.

A ton of fetch lands made it in, both for consistency and their utility with cards like Dig Through Time and Mystic Sanctuary.

Urza's Cave provides a land tutor. Its most prominent targets are Talon Gates of Madara for interaction/protection, Urza's Saga for graveyard hate via Relic of Progenitus, and Minamo, School at Water's Edge to untap Whtz.

The Strategy

Whtz is actually pretty straightforward. It helps that the focus on redundancy means many of this deck’s cards are interchangeable, plus flicker decks follow a straightforward action-reaction pattern: You play a permanent with a good enters ability, then something that makes it re-enter.

In your opening hand, look out for ramp and card draw. They’re pretty much the lifeblood of the Commander format. Since Whtz taps to draw cards, ramp is more important. A hand that doesn’t ramp and doesn’t have a card to flicker is pretty dicey.

The tutor lines are really important. I sketched some of those when I talked about tutors, but you can go really deep. For example, Recruiter of the Guard finds Soulherder, which flickers Recruiter to find Spellseeker, which finds an Ephemerate to flicker Recruiter to find Displacer Kitten so you can keep flickering Spellseeker to find cheap instants and sorceries to fuel to Kitten. That’s just one example of constructing a value engine from a single tutor, and there are many more lines. Note that these engines probably won’t come together in one turn due to high mana requirements.

Combos and Interactions

The deck has no combos, and the interactions are generally straightforward, though there’s that one big line with Recruiter of the Guard, Displacer Kitten, and company to watch out for.

Another line I want to point out is that if you control a card that flickers at least one creature (say Teleportation Circle), an Archaeomancer, and have Cyclonic Rift, you can flicker the Archaeomancer to rebuy Rift so you can cast it every turn for the rest of the game. It’s a slow win condition but very effective.

Rule 0 Violation Check

This deck falls comfortably under Bracket 3, though not everybody enjoys cards like Cyclonic Rift or Farewell, even at that power level. Especially not in a deck that can easily replay them multiple times. Still, there’s no technical violations, so anybody playing strictly by the Bracket should have nothing to say about it.

Something that’s important to consider is that you need to be able to shuffle your deck by yourself, unassisted.

Budget Options

Making budget cuts to this deck is a little weird; on the one hand, it emphasizes so much general value that there aren't many irreplaceable cards, especially without combos. But the deck emphasizes redundancy so much that we're probably already playing the second best-version of any effect.

The mana base is easily trimmed; you can ditch the Urza's lands, the fetchs, and all that utility for additional basic lands. Replace MDFCs with basics where you can, and look for 3-mana rocks to replace any expensive 2-mana ones.

You can drop Thassa, Deep-Dwelling and other expensive flicker spells in favor of spells like Planar Incision and Illusionist's Gambit.

Aether Gale

Cyclonic Rift can become any other board wipe; something like Aether Gale could be spicy since it handles multiple threats.

Esper Sentinel doesn't have a good parallel, but you can replace it (and other expensive draw spells) with cantrips. Try to stick to permanents like Prophetic Prism for flicker purposes, but cards like Opt aren't a terrible choice.

Other Builds

If you want to play Whtz with Battle of Wits and Yorion, I’m confident this is the way to go. But you can do other things.

I still think sticking to broad, well-supported archetypes is a must. Tokens stands out as another great option, with a deep well of support, from token producers to payoffs like Moonshaker Cavalry and Bard, King of Dale.

You could also go for a much more stringent control deck that trades all the creatures for as many board wipes as the deck can hold, plus all the countermagic. That list probably wants to lean on noncreature and combo-based win conditions like Approach of the Second Sun.

Commanding Conclusion

Spellseeker - Illustration by Igor Kieryluk

Spellseeker | Illustration by Igor Kieryluk

I can't wait to start seeing rulebreaker commanders hit my LGS, though I certainly don't envy anybody trying to shuffle up this monster of a deck. While you can build a Whtz deck many ways, this flicker shell that maximizes the wonkiness of its rulebreaker ability is likely to be popular.

How would you build Whtz? Do you enjoy rulebreaker? Let me know in the comments below or on the Draftsim Discord! For more news about Mystery Booster, check out our YouTube channel, The Daily Upkeep!

Stay safe, and thanks for reading!

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