Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
Cast Iymrith on turn five, swing in the air, and refill your hand to three-plus cards every combat while protected by ward . Use the steady card advantage to fuel a mono-blue control or tempo shell, then close with evasive beats or a finisher you dig into.
Reliable card advantage that refills an empty hand, making it great after dumping your grip
Ward while untapped makes her hard to spot-remove on your turn
Flying gives natural evasion to trigger the draw and pressure life totals
Mono-blue gives access to the best counterspells, card draw, and tutors
Single-color identity limits removal and ramp options
Ward only protects while untapped—she's vulnerable after attacking or to tap/sacrifice effects
Slow clock as a 5/5 flyer; needs help to actually kill three opponents
Draw trigger requires connecting, so blockers and flyers can shut off the value engine
Proliferate aside, mono-blue card draw keeps the gas flowing alongside her trigger.
Add fast mana (Sol Ring, Mana Crystals, signets) to deploy Iymrith ahead of curve and hold up protection. Lean into unblockable enablers and equipment so the draw trigger is guaranteed, then include a tight combo finish like Isochron Scepter + Dramatic Reversal with an outlet, since pure commander damage is slow. Upgrade the mana base with Cabal Coffers-style ramp (Nykthos), strong counterspells (Force of Will, Fierce Guardianship), and a Lab Maniac/Thassa's Oracle line to convert your overflowing hand into a win.