
The Ancient One
The Commander
Descend 8 — The Ancient One can't attack or block unless there are eight or more permanent cards in your graveyard.
: Draw a card, then discard a card. When you discard a card this way, target player mills cards equal to its mana value.
Guide
Gameplan
The Ancient One is a 2-mana 8/8 (in practice a big beater) that comes online once you've filled your graveyard with eight permanents, while doubling as a self-mill engine and a mill wincon via its loot ability. You spend the early game dumping permanents into your yard with self-mill and sacrifice effects, then either swing for big chunks of commander damage or mill an opponent out with repeated activations of high-mana-value discards.
Strengths
- Cheap commander that turns into a sizable evasive-less but hard-hitting body once Descend 8 is met
- Built-in card filtering and graveyard fueling that synergizes with reanimation and dredge themes
- Can mill opponents out as an alternate win condition, especially discarding expensive cards
- Dimir gives access to the best card draw, removal, and recursion in the format
Weaknesses
- No evasion and can't block until Descend 8 is active, leaving you defenseless early
- Mill as a win path is slow and weak in a multiplayer pod without payoff support
- Graveyard hate (Bojuka Bog, Rest in Peace) shuts off both the body and the engine
- Loot ability is mana-intensive at four mana per activation
- Relies on assembling graveyard count, which is inconsistent without enablers
Key Cards
- Mesmeric Orb — Rapidly fills graveyards across the table, hitting Descend 8 fast and accelerating any mill plan.
- Stitcher's Supplier — Cheap self-mill that loads eight permanents into your yard quickly to switch the commander on.
- Mindcrank — Pairs with the mill trigger and any damage to chain massive mill, threatening to deck opponents.
- Reanimate — Turns the permanents you mill into a resource by cheating fatties back onto the battlefield.
- Drown in the Loch — Flexible counter/removal that scales perfectly with the graveyards your deck inflates.
Upgrade Path
Add efficient self-mill enablers (Hedron Crab, Glimpse the Unthinkable) and mill multipliers like Bruvac the Grandiloquent and Fraying Sanity to make the mill plan lethal. Lean into reanimation with Entomb, Animate Dead, and Victimize so milled bombs become threats, and tighten the manabase with fast lands and rocks like Arcane Signet and Fellwar Stone. Top-end interaction such as Cyclonic Rift and Toxic Deluge protects your engine and buys time to assemble the win.
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
- ▸Connecting with an 8/8+ commander repeatedly for commander damage
- ▸Milling opponents out via the discard trigger plus Mindcrank/Bruvac effects
- ▸Reanimating large threats dumped into the yard during self-mill
- ▸Grindy control finish backed by recursive value engines
Archetypes
- Mill — The loot ability mills targets equal to discarded mana value, and Dimir is the premier mill color pair.
- Reanimator — Self-mill fuels Descend 8 while loading the yard with creatures to reanimate.
- Self-Mill Value — Filling your own graveyard simultaneously turns on the commander and powers graveyard payoffs.
- Control — Dimir interaction stalls the game while you grind toward a mill or beatdown finish.
Combos
No combos found for this commander on Commander Spellbook.
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