Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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.)
Take the initiative early, protect Imoen (and yourself) so you keep ticking through the Undercity each turn, and snowball card advantage off her end-step draws while you complete dungeons. Use mono-blue interaction to stall the board and protect your initiative until you bury opponents in cards or assemble a combo/finisher.
Repeatable, escalating card advantage that snowballs hard if your initiative sticks
Ward plus blue counters/bounce makes her durable and protects your engine
Background slot adds flexibility, color access, or a second engine
Initiative pressure forces opponents to attack you, shaping combat in your favor
Mono-blue (or two-color via Background) struggles to remove problematic permanents
Losing the initiative shuts off half the engine and hands an opponent your value
Vulnerable to a wide aggressive board that easily takes the initiative back
Few creatures means initiative defense leans on spells and chump blockers
Undercity
The initiative dungeon that, paired with Imoen, gives you a second card and powerful rooms each upkeep.
Initiative
Cards like Caves of Chaos Adventurer and other 'take the initiative' enablers turn on Imoen's bonus draw and Undercity venturing.
Cheap protection for Imoen and your key engine pieces, stacking with Ward .
Pick a Background that supplements your weakness—Raised by Giants or Sword Coast Sailor for evasion, or a card-advantage/protection Background—then add fast mana (Sol Ring, mana rocks) and more proactive initiative enablers. Tighten interaction with the best counters and a compact two-card combo so the engine actually closes games, and lean into pillowfort/taxing pieces to lock down the initiative.