Wraiths you control have protection from Ring-bearers.
Whenever you cast an instant or sorcery spell, create a 3/3 black Wraith creature token with menace. Then if you control nine or more Wraiths, Wraiths you control have base power and toughness 9/9 until end of turn.
You're a Dimir spellslinger that builds a Wraith army instead of slinging burn. Every instant or sorcery makes a 3/3 menace Wraith, so you chain cheap cantrips and removal to flood the board, then flip the 9/9 switch once you hit nine Wraiths to swing for lethal. Protect the team with countermagic and card draw while you assemble an overwhelming, evasive board.
Turns ordinary cantrips and removal into a growing army of evasive bodies
Massive alpha-strike potential once you reach nine Wraiths and they become 9/9 menace attackers
Dimir gives access to the best card draw, counterspells, and removal in the format
Token generation is incidental, so your spells still do their normal jobs
Heavily commander-dependent; the Wraith engine stalls if Lord of the Nazgûl is removed
Board wipes are devastating since your power is concentrated in tokens
Slow to start—needs several spell casts before the army is threatening
Vulnerable to graveyard hate and stax that taxes your spellcasting
Doubling your Wraith tokens rockets you to the nine-Wraith threshold far faster.
Prioritize cheap cantrips and efficient removal over splashy expensive spells so you trigger the token engine multiple times per turn, and add token doublers like Anointed Procession and Parallel Lives to hit nine Wraiths quickly. Include spell-recursion engines (Underworld Breach, Mizzix's Mastery, Past in Flames) for explosive token bursts, and protect your commander with counterspells and Lightning Greaves. Round out with overrun-style finishers like Cyclonic Rift or Craterhoof-adjacent effects to close once the army is assembled.