









Overview:
This mono-blue Crab tribal deck helmed by Pol Jamaar, Illusionist focuses on leveraging high-toughness Crabs for card advantage and incremental value. The strategy revolves around deploying defensive creatures like Charix, the Raging Isle (0/17) and Ancient Crab (1/5), then using Pol Jamaar's ETB to draw cards equal to Crab count. Win conditions include milling via Ruin Crab/Iceberg Cancrix, commander damage with buffed Charix, and a Laboratory Maniac backup plan. Tribal synergy pieces like Maskwood Nexus and Vanquisher's Banner provide modest power boosts, while interaction focuses on countermagic and bounce effects.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-4): Play low-CMC Crabs (Shorecomber Crab, Hedron Crab) and ramp artifacts (Sol Ring, Herald's Horn). Use Hard Evidence for early blockers and clues.
- Midgame Value (Turns 5-7): Cast Pol Jamaar with 4+ Crabs to draw 5+ cards. Activate tribal payoffs like Vanquisher's Banner and Reflections of Littjara to amplify board presence.
- Win Conditions:
- Mill: Stack landfall triggers with Ruin Crab/Iceberg Cancrix alongside Engulf the Shore recursion.
- Charix Beatdown: Use Charix's {3}: +X/-X (X = Islands) to swing for 17+ commander damage, enabled by Rogue's Passage.
- Lab Maniac: Self-mill via crab triggers or Distant Melody, then deck-out win.
Mulligan Priorities:
- Keep hands with 3+ lands and at least 1 early Crab/ramp piece.
- Prioritize Maskwood Nexus, Herald's Horn, or Vanquisher's Banner for tribal synergy.
- Avoid hands without blue mana sources or excessive high-CMC cards.
Key Tips:
- Use Riptide Laboratory to rebuy Pol Jamaar's draw trigger or protect key Wizards.
- Mirrorshell Crab provides both a ward-protected body and a surprise counterspell via channel.
- Wonder in the graveyard grants flying to Charix for unblockable commander damage.
Weaknesses:
Critical
- Extreme vulnerability to board wipes (only 3 counterspells and Engulf the Shore as recovery).
- Lab Maniac wincon lacks redundancy or efficient self-mill enablers.
Moderate
- Struggles against flyers/evasion without Wonder activation.
- Heavy commander dependency – Pol Jamaar removal cripples card advantage.
Minor
- Limited artifact/enchantment removal (only Force of Vigor in blue's color pie via Kogla, the Titan Ape is absent here).
Most Important Cards:
- Pol Jamaar, Illusionist (Primary card engine)
- Maskwood Nexus (Tribal synergy enabler)
- Charix, the Raging Isle (Commander damage threat)
- Vanquisher's Banner (Tribal anthem + card draw)
- Ruin Crab (Primary mill engine)
- Laboratory Maniac (Alternate wincon)
- Reflections of Littjara (Crab duplication)
- Engulf the Shore (Board reset + crab recursion)
- Riptide Laboratory (Commander protection)
- Distant Melody (Mass card draw)
Attribute Ratings:
Speed: 2/10
- No fast mana or combos – earliest realistic win via Charix is T7+ with perfect setup.
Resilience: 3/10
- Limited protection for Pol Jamaar and no graveyard recursion beyond Vexing Scuttler.
Consistency: 5/10
- Tribal tutors are absent, but card draw from Pol Jamaar/Distant Melody provides midgame refills.
Interaction: 4/10
- 7 counterspells and bounce effects, but lacks permanent removal for resolved threats.
Rating Justification:
This deck operates as "Structured Jank" with a clear tribal theme but slow, fragile win conditions and minimal interaction. Its T7-10 win potential and reliance on vulnerable board states align with the 3.0-3.5 tier, though its lack of precon-level polish keeps it from higher casual rankings.
Power level: 3.0 - 3.5
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