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Ian Malcolm, Chaotician
URLegendary Creature — Human Scientist

Ian Malcolm, Chaotician

Mana value3Rank#10,925
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The Commander

Whenever a player draws their second card each turn, that player exiles the top card of their library.

During each player's turn, that player may cast a spell from among the cards they don't own exiled with Ian Malcolm, and mana of any type can be spent to cast it.

Guide

Gameplan

Ian Malcolm turns extra card draw into a shared exile pile, then lets you cast spells off other players' exiled cards using any color of mana. You build a low-curve Izzet spellslinger/draw engine, ensure you trigger the second-draw clause every turn, and grind value by playing the table's best cards for free-ish. Win by snowballing card advantage into a burn finish, a spell-velocity combo, or sheer tempo.

Strengths

  • Generates massive virtual card advantage by stealing other players' exiled spells
  • Color fixing built in—any-type mana lets you cast off-color cards
  • Cheap commander that fuels and rewards a draw-heavy Izzet shell
  • Symmetrical exile can be weaponized far better than opponents can exploit it

Weaknesses

  • You only cast spells exiled from others—the engine is parasitic and slow without setup
  • Provides no protection; he's fragile and a removal magnet
  • Color identity locks you out of true ramp/sweepers from other colors
  • Politically annoying—opponents may avoid drawing extra cards to starve you

Key Cards

  • Teferi's Ageless Insight — Doubles your draws so you reliably hit the second-draw trigger and exile more cards each turn.
  • Brainstorm — Cheap two-plus-card draw that fires Ian's second-draw clause immediately and refills cheaply.
  • Reliquary Tower — Lets your draw engine snowball without discarding to hand size.
  • Mystic Remora — Forces opponents to draw and feeds the shared exile pile while keeping your hand full.
  • Thousand-Year Storm — Each extra spell from the exile pile chains additional copies for explosive turns.
  • Underworld Breach — Recur instants and sorceries to chain draw spells and pull combo finishes together.

Upgrade Path

Add more draw doublers (Teferi's Ageless Insight, Alhammarret's Archive) and cheap cantrips to guarantee daily exile fuel, then layer payoffs like Aetherflux Reservoir, Thousand-Year Storm, and Underworld Breach. Improve mana with fast rocks (Mana Crypt, Mind Stone) and Reliquary Tower to keep cards. Tighten the curve and add protection (Veil of Summer alternatives in-color like Spellskite, Swiftfoot Boots) so the engine survives.

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

  • ▸Burn/direct-damage finishers like Aetherflux Reservoir or Grapeshot off a big spell turn
  • ▸Storm payoffs (Thousand-Year Storm, Aetherflux) fueled by free exiled spells
  • ▸Out-valuing the table into an overwhelming board or extra-turn loop
  • ▸Casting opponents' own bombs and counterspells to grind them out

Archetypes

  • Spellslinger — He rewards casting many cheap instants and sorceries to draw and exile fuel.
  • Control — Any-color mana lets you cast opponents' counters and removal to police the table.
  • Combo — Draw doublers plus storm/recursion engines turn the exile pile into infinite value loops.
  • Group Hug (parasitic) — Wheels and forced-draw effects feed the shared exile zone you exploit best.

Combos

No combos found for this commander on Commander Spellbook.

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