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UB Dimir Commanders
117 legal commanders. Pick one and build a deck with AI, or browse the full list below.
Dimir is the color pair of hidden information, manipulation, and inevitability through attrition. Blue provides card draw and counterspells; black provides removal, tutors, and graveyard recursion. Together, they form the most controlling two-color combination in Commander — one that wins by knowing more, having more options, and slowly dismantling opponents' plans.
Dimir archetypes include mill (attack libraries instead of life totals), reanimator (fill graveyards then cheat out the best creatures), zombie tribal, and combo-control (protect a game-ending combo with blue's interaction while black tutors for the pieces). Rogues and faeries also live here as tribal options that combine evasion with disruption.
The pairing's biggest advantage is its access to the two best card types in Commander: tutors and counterspells. You can find whatever you need and protect it. The weakness is dealing with resolved artifacts and enchantments — neither blue nor black handles these well, so Dimir decks often need to counter them on the stack or race past them. Board presence can also be thin if you lean too hard into control, making you vulnerable to go-wide aggro strategies.

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