Gyruda Self-Mill (Uldaros Theorix Proxy)

Brawl
by FierceAjani · Oct 28, 2026
Deck Strategy
Concept

A Dimir self-mill Brawl deck built around Uldaros Theorix that fills your graveyard with cheap mill and surveil, then casts the commander to exile one card of each type and cast up to six mana of free copies — now upgraded with Syr Konrad, the Grim, the single rare allowed since your rare/mythic collection is empty.

Synergies

Your collection list came back empty, so no rare or mythic upgrades could be pulled from it; per deckbuilding rules exactly one rare from my card memory was added: Syr Konrad, the Grim. He is the perfect fit — his text reads "Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad, the Grim deals 1 damage to each opponent." That means Stitcher's Supplier, Overwhelmed Apprentice, Mire Triton, Gorging Vulture, Wall of Lost Thoughts, Dimir Informant, Sage's Row Savant, Nightveil Sprite and Watcher in the Mist all turn into damage every time they mill a creature, and Necrotic Wound or Drown in the Loch become repeatable burn because their cost strips creature cards from your yard. Uldaros Theorix then exiles and copies one card of each nonland type from that same yard and lets you cast up to six mana of the copies free — permanents become tokens — so a stocked graveyard with Syr Konrad, a removal spell, Psychic Corrosion, an artifact and a planeswalker is a six-mana swing of value plus incidental damage. Psychic Corrosion compounds this by milling the opponent two per draw, shrinking their library toward oblivion while your own graveyard grows.

Mulligan Strategy

Keep hands with two to four lands, at least one cheap self-mill enabler (Stitcher's Supplier, Thought Scour, Consider, Overwhelmed Apprentice, Mire Triton, Gorging Vulture, Wall of Lost Thoughts) and at least one cheap removal spell. A hand with Syr Konrad plus any two mill creatures is a snap keep because every milled creature becomes damage. Ship hands with no action before turn three, no blue source, or no removal — the commander costs five and needs a full graveyard to be good.

Game Plan

Early (turns 1-3): cantrip and mill yourself while using Fatal Push, Bloodchief's Thirst, Disfigure, Dead Weight, Mire's Grasp, Cast Down, Heartless Act, Go for the Throat and Infernal Grasp to keep the board stable. Mid (turns 4-6): resolve Syr Konrad, the Grim, then Psychic Corrosion or Murmuring Mystic; every subsequent mill tick both shrinks the opponent and pings them. Cast Uldaros Theorix once your graveyard holds creature, instant, sorcery, artifact, enchantment and planeswalker cards so the entry trigger offers a full menu, and prioritize free removal plus a free creature token. Late: recast the commander from the command zone each time it is answered, fuel Blood for Bones, Soul Salvage, Raise the Draugr and Bond of Revival for extra reanimation, and finish through Syr Konrad chip damage, Dimir Spybug/Thoughtbound Phantasm attacks, or Psychic Corrosion decking the opponent.

Weaknesses

Graveyard hate is the worst matchup — Rest in Peace effects, Soul-Guide Lantern or a mirror Ashiok, Dream Render blank both the recursion and the commander's copy trigger, so hold Negate, Didn't Say Please or Sinister Sabotage for exactly those cards. Fast red or white aggro races a deck that spends its first turns milling itself, so mulligan toward removal. Counter-heavy opponents can answer Uldaros Theorix on the stack and strand your yard — bait with Psychic Corrosion or a planeswalker first. Finally, copy math matters: if your graveyard holds only expensive spells you may cast nothing off the trigger, so check the card types and total mana value before casting the commander, and never let yourself mill past your own safety margin.

100 cards
Type Rarity Card Name Mana
Creatures (20) Common Burglar Rat
Common Cloudkin Seer
Common Dimir Informant
Uncommon Dimir Spybug
Common Dusk Legion Zealot
Common Elderfang Disciple
Common Gorging Vulture
Rare Gyruda, Doom of Depths
Uncommon Mire Triton
Uncommon Murmuring Mystic
Uncommon Nightveil Sprite
Uncommon Overwhelmed Apprentice
Uncommon Plaguecrafter
Uncommon Ravenous Chupacabra
Common Sage's Row Savant
Uncommon Stitcher's Supplier
Uncommon Thoughtbound Phantasm
Common Virus Beetle
Common Watcher in the Mist
Uncommon Whispering Snitch
Instants (26) Common Bake into a Pie
Uncommon Cast Down
Uncommon Chemister's Insight
Common Consider
Common Didn't Say Please
Uncommon Discovery // Dispersal
Common Disfigure
Common Dive Down
Uncommon Drown in the Loch
Uncommon Eliminate
Common Essence Scatter
Uncommon Fatal Push
Common Fungal Infection
Uncommon Go for the Throat
Uncommon Heartless Act
Uncommon Infernal Grasp
Uncommon Murder
Uncommon Necrotic Wound
Common Negate
Common Quench
Common Radical Idea
Common Raise the Draugr
Uncommon Sinister Sabotage
Common Suffocating Fumes
Common Thought Scour
Common Unsummon
Sorceries (12) Uncommon Blood for Bones
Uncommon Bloodchief's Thirst
Common Bone Splinters
Uncommon Cry of the Carnarium
Common Deadly Visit
Common Divination
Common Mind Rot
Common Recover
Common Soul Salvage
Common Spark Harvest
Uncommon Thought Erasure
Common Winged Words
Artifacts (2) Common Arcane Signet
Uncommon Mind Stone
Enchantments (3) Common Dead Weight
Common Mire's Grasp
Uncommon Psychic Corrosion
Lands (37) Common Dimir Guildgate
Common Evolving Wilds
Uncommon Field of Ruin
Common Gateway Plaza
Basic Land Ice Tunnel
Basic Land Island
Basic Land Swamp
Common Unknown Shores
Common Witch's Cottage
0 cards

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