When Old Rutstein enters and at the beginning of your upkeep, mill a card. If a land card is milled this way, create a Treasure token. If a creature card is milled this way, create a 1/1 green Insect creature token. If a noncreature, nonland card is milled this way, create a Blood token.
Old Rutstein passively self-mills one card every upkeep, generating Treasure, Insect tokens, or Blood depending on type, fueling a graveyard-centric value engine. You lean into recursion, sacrifice synergies, and token payoffs while ramping with Treasures, then convert all that incremental advantage into an overwhelming board or a recursive engine. Most games you grind value, refill from your yard, and close with token swarms or an aristocrats drain.
Free, repeatable value each upkeep with zero card investment beyond the commander
Fills the graveyard fast, enabling reanimation and graveyard payoffs
Generates ramp (Treasure), bodies (Insect), and discard fodder/lifegain (Blood) all at once
Resilient grind plan that excels in long, attrition-heavy games
Token generation is slow and random—one trigger per turn is low impact early
Vulnerable to graveyard hate that shuts off your reanimation payoffs
Can mill away key pieces you actually wanted to draw
Lacks built-in evasion or a fast clock; needs support to actually win