Home / Magic: The Gathering / Commander Legends: Battle for Baldur's Gate / Imoen, Mystic Trickster
Imoen, Mystic Trickster
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Legendary Creature — Human Rogue Wizard

Imoen, Mystic Trickster

uncommon · Legendary Creature — Human Rogue Wizard · Commander Legends: Battle for Baldur's Gate
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

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

Card Details

2/3Power / Toughness
{2}{U}Mana Cost
1Prints

Character Background

Imoen, Mystic Trickster fits best in a value-tempo shell, where a cheap evasive commander can stay on the board long enough to turn the initiative into a steady stream of cards. Ward {2} makes her annoyingly awkward to remove early, and at only three mana she comes down before many opponents can comfortably deploy interaction. Her real payoff is the end-step draw trigger, which becomes excellent if you can consistently keep the initiative and especially if you complete a dungeon for the bonus card. That points strongly toward pairing her with a Background that adds pressure or resilience, such as options that reward attacking or provide extra utility. Deckbuilding-wise, prioritize cheap evasive creatures, initiative enablers, and dungeon-speeding cards like venture effects, so Imoen can keep the engine running. She plays like a sly spell-slinging rogue: hard to pin down, steadily accruing resources, and perfectly suited to outpacing the table with incremental advantage.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

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Character Background

Imoen, Mystic Trickster fits best in a value-tempo shell, where a cheap evasive commander can stay on the board long enough to turn the initiative into a steady stream of cards. Ward {2} makes her annoyingly awkward to remove early, and at only three mana she comes down before many opponents can comfortably deploy interaction. Her real payoff is the end-step draw trigger, which becomes excellent if you can consistently keep the initiative and especially if you complete a dungeon for the bonus card. That points strongly toward pairing her with a Background that adds pressure or resilience, such as options that reward attacking or provide extra utility. Deckbuilding-wise, prioritize cheap evasive creatures, initiative enablers, and dungeon-speeding cards like venture effects, so Imoen can keep the engine running. She plays like a sly spell-slinging rogue: hard to pin down, steadily accruing resources, and perfectly suited to outpacing the table with incremental advantage.

Generated using gpt-5.4-mini · Updated at 2026-08-21 19:10:44 UTC

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