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Rasputin, the Oneiromancer
WULegendary Creature — Human Wizard

Rasputin, the Oneiromancer

Mana value3Rank#20,708
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The Commander

When Rasputin enters, put a dream counter on it for each opponent you have. Each opponent creates a 1/1 red Goblin creature token.

{T}, Remove one or more dream counters from Rasputin: Add that much {C}.

{T}, Remove a dream counter from Rasputin: Create a 2/2 white Knight creature token with protection from red.

Guide

Gameplan

Rasputin loads up on dream counters equal to your opponent count when he enters, then converts them into either a burst of colorless mana or a steady stream of protection-from-red Knight tokens. You proliferate and double counters to keep the engine fueled, untap Rasputin to activate him repeatedly, and grind toward a go-wide Knight army or a big colorless mana payoff. Blinking Rasputin reloads his counters and turns the 'free Goblins' downside into a non-issue once your Knights have protection from red.

Strengths

  • Self-replenishing counter engine that produces mana or evasive (vs red) bodies on demand
  • Counter and proliferate synergies make the engine snowball quickly
  • Cheap 3-mana commander that's productive the turn he lands
  • Colorless ramp from his ability fuels artifacts and X-spells without lands
  • Knights with protection from red dodge a huge swath of removal and blockers

Weaknesses

  • Tapping limits him to one activation per turn without untap effects
  • Gifting every opponent a 1/1 Goblin can help aggressive or sacrifice decks
  • Runs dry against single opponents (only one counter from ETB)
  • UW lacks strong recursion and ramp outside of artifacts
  • Relies on the commander; repeated removal slows the whole plan

Key Cards

  • Thousand-Year Elixir — Untaps Rasputin so you can both ramp and make Knights, or activate twice in a turn.
  • Seedborn Muse — Untaps Rasputin every turn, doubling his output across the table.
  • Doubling Season — Doubles the dream counters he enters with, instantly deepening the engine.
  • Inspiring Statuary — Turns his Knight tokens and artifacts into improvise fuel, but his colorless mana already powers expensive artifacts.
  • Walking Ballista — A colorless mana sink that converts his ramp into direct damage and removal.
  • Anointed Procession — Doubles the Knight tokens, accelerating a go-wide win.
  • Karn's Bastion — A land that proliferates to pile more dream counters onto Rasputin each turn.

Upgrade Path

Add untap enablers (Seedborn Muse, Thousand-Year Elixir, Magewright's Stone) and counter doublers (Doubling Season, Vorinclex, Branching Evolution) so each activation does far more. Layer in proliferate sources (Karn's Bastion, Flux Channeler, Evolution Sage) and blink effects (Ephemerate, Restoration Angel) to refill counters. Top it off with token doublers and a colorless mana sink like Walking Ballista to give the engine a deterministic finish.

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

  • ▸Go wide with protection-from-red Knights backed by anthems like Intangible Virtue and Anointed Procession
  • ▸Pump colorless mana into a Walking Ballista or other X-spell finisher
  • ▸Overrun-style alpha strike using Knight tokens and Craterhoof Behemoth or similar
  • ▸Grind incremental Knight advantage while flying/evasive threats close the game

Archetypes

  • Tokens — His Knight-making ability plus white token doublers and anthems build a wide, red-proof board.
  • +1/+1 & Counters Matter — Dream counters reward proliferate and doubling effects that snowball his engine.
  • Blink — Flickering Rasputin refreshes his dream counters and produces fresh Knights each cycle.
  • Artifact Ramp — His colorless output supercharges costly artifacts and X-cost artifact spells.

Combos

No combos found for this commander on Commander Spellbook.

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