
Ray Fillet, Wave Warrior
The Commander
Flying
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever a creature you control with a counter on it deals combat damage to a player, draw a card.
Guide
Gameplan
Ray Fillet grows via evolve while you flood the board with creatures carrying +1/+1 counters, then turn combat damage from those counter-laden bodies into a torrent of cards. You ramp into evolve triggers, pile counters onto evasive threats, and out-card your opponents while chipping or alpha-striking with flyers and unblockable creatures.
Strengths
- Mono-blue card advantage engine that snowballs once a few countered creatures connect
- Evolve makes Ray a self-growing, flying carddraw enabler that's hard to chump forever
- Plays well with go-wide counter synergies and proliferate for explosive draws
- Blue offers the best protection suite (counterspells, bounce, hexproof) to keep the engine online
Weaknesses
- No built-in evasion granting beyond Ray himself; blocked creatures draw nothing
- Reliant on combat connecting, so Fog effects and good blockers stall the engine
- Mono-blue struggles with permanent removal for resolved threats and enchantments
- Board wipes erase your counter creatures and reset Ray's evolve progress
- Can be slow to close games without a dedicated finisher
Key Cards
- Hardened Scales — Doubles every +1/+1 counter, accelerating evolve and flooding more creatures into draw range.
- Inkmoth Nexus — A counter-carrying evasive creature land that both draws cards and threatens infect kills.
- Coppercoat Vanguard — Cheap proliferate-style counter support that helps trigger draws across your whole team.
- Master of Etherium — Anthem plus evasion enablers and counter payoffs make every connection a card.
- Rishkar, Peema Renegade — Sprays counters onto two creatures, instantly turning them into Ray's draw engine and ramp.
- Cyberdrive Awakener — Mass evasion and counters let your whole board connect and draw simultaneously.
Upgrade Path
Add counter doublers (Doubling Season, Branching Evolution) and proliferate engines (Evolution Sage, Flux Channeler) to explode your draws, then bolt on evasion granters like Whispersilk Cloak or Coat of Arms-style team buffs so every creature connects. Tighten the curve with cheap evolve-triggering creatures and protect the engine using Heroic Intervention-style blue staples (Cyclonic Rift, counterspells). For a faster kill, lean into the infect plan with Inkmoth Nexus, Triumph of the Hordes, and Skithiryx-tier threats.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Out-draw the table and overwhelm with an evasive, counter-pumped board
- ▸Infect/poison kills via Inkmoth Nexus and proliferate
- ▸Voltron-style swings with a heavily countered, flying Ray Fillet
- ▸Cast a finisher off the card surplus or beat down once opponents run out of blockers
Archetypes
- +1/+1 Counters — Ray's draw trigger rewards stacking counters, and evolve naturally builds them as you play creatures.
- Tempo/Tribal Aggro — Cheap evasive creatures with counters chip damage while refilling your hand.
- Proliferate — Proliferate spreads counters across the team so every attacker draws on connection.
- Control — Blue's countermagic and bounce protect a snowballing draw engine into a grindy win.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (U), by popularity.

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