Dimir

Card Draw
* Enchantments
* Land
* Planeswalker
* Artifacts
* Planeswalker
* Spells

Dimir is the color combination of blue and black. It is named for House Dimir on the plane of Ravnica.

Popular Dimir commanders include Yuriko, the Tiger's Shadow, The Scarab God, and Phenax, God of Deception.

**See the top Dimir cards in EDH!**

## **Identity**

Combining blue’s search for knowledge with black’s selfishness creates a society where the individual vies for power above all else. Important knowledge is kept secret and only in the hands of the people highest in power. This system can be one of the most secure and efficient systems of any of the ten color pairs, but is filled with mistrust, backstabbing, and greed.

## **Popular Dimir Strategies**

* Mill**Mill** is an *Archetype* or deck type, that seeks to remove all of the cards from it's opponent's library, so that when they run out of cards they lose the game the next time they try to draw a card from their library
* Control**Control** is an *Archetype* or deck type, that seeks to deny it's opponents use of their most powerful cards by countering or destroying them, and drawing lots of cards so that they can manage to do this against all their opponents without running our of cards themselves.
* Reanimator**Reanimator** is an *Archetype* or deck type, that seeks to put powerful creatures into it's graveyard and then use spells to put them from the graveyard directly to the battlefield far earlier than they could cast them.
* Tribal**Tribal** is an *Archetype* or deck type, that seeks to utilize rewards by sticking to a single creature type. Normally an Aggro (*combat based*) archetype, but some tribes or commanders may allow them to play differently. (Zombies)

## **Strengths and Weaknesses**

### Strengths

Dimir enjoys outwitting its opponents and collecting far more knowledge than its enemies. It is a powerful source of card draw and makes efficient use of Tutors**Tutors** are the term for cards which can search your library and give it to you, normally into your hand but sometimes on top of your library.. Dimir uses many evasive creatures that opponents cannot block. Dimir also excels at Creature Removal**Removal** is a term for cards used to remove Opponent's permanents. Common types of removal include destruction, exile, shuffling it into the library, putting it at the bottom, and -X/-X effects. and will commonly even copy or gain control of their opponents' cards, especially reviving creatures from enemy graveyards to be used against their owners. Dimir loves to deprive enemies of their spells and creatures, sometimes even using Mill**Mill** is an *Archetype* or deck type, that seeks to remove all of the cards from it's opponent's library, so that when they run out of cards they lose the game the next time they try to draw a card from their library to preemptively target an enemy's library to remove powerful cards before they have a chance to be cast.
### Weaknesses

Neither blue nor black provide permanent forms of removal against artifacts and enchantments, so it may struggle against strategies that use those permanent types in high numbers. Though Dimir creatures may be evasive, they are often not excessively large, which makes them more fragile in combat. Some popular Dimir strategies (for instance, Mill) may also take a long time to fully manifest in game, which can allow other, more aggressive strategies to take over the board state before Dimir is able to achieve victory.