Invisible Woman

Invisible Woman

{2}{W}Commander

A four-color spells-into-combat commander that builds a steady Wall token board and converts a wide attack into an unblockable finisher.

Public decks: 0Bracket: Varies
Invisible Woman

Card text

{2}{W}
Legendary Creature — Human Hero

At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a 0/3 colorless Wall creature token with defender and reach.

Whenever you attack, you may pay {R}{G}{W}{U}. When you do, target creature gets +1/+0 until end of turn for each creature you control and can't be blocked this turn.

Building around this commander?

Use MTG Master to build or analyze a Commander deck around this card, check consistency, and find weak spots before your next game.

Overview

  • Wants a mix of noncreature spells and creature-based board development to trigger a 0/3 reach Wall each turn cycle you can set up.
  • Typically plays like a midrange tempo deck: cast a spell precombat, make a token, then turn sideways while keeping mana up for interaction or the big attack payment.
  • Scales well into longer games by naturally going wide, then using the attack trigger to push a key creature through blockers.
  • The {R}{G}{W}{U} payment is a real commitment, so ramp and careful sequencing matter a lot.
  • Often wins by turning a large creature count into a single unblockable, table-threatening swing rather than pure combo lines.

Common lines

  • Cast a noncreature spell before combat to guarantee the Wall token, then attack with a growing team.
  • Develop a board of small creatures and tokens while using Walls to brick opposing fliers and stabilize races.
  • Hold up the four-color payment until attacks are declared, then make one attacker unblockable and sized up by your creature count.
  • If the table is removal-heavy, focus on rebuilding with repeatable spellcasting and incremental token production instead of overextending.

Strengths

  • Consistent board growth from normal gameplay (casting noncreature spells on your turn).
  • Naturally good at defense and racing thanks to free reach defenders and wide boards.
  • Strong closing pressure: one unblockable attacker can represent a sudden lethal swing with enough creatures.
  • Plays well with interaction since you can still advance your board while casting noncreature spells.
  • Four-color identity offers flexible answers and tools, even if the build direction varies.

Weaknesses

  • Mana is demanding; the key attack payment requires all four colors at once and can be hard to hold up.
  • Heavily board-dependent: sweepers and repeated spot removal can blunt both the pump and the win plan.
  • Token output is tied to casting a noncreature spell on your turn, so being taxed or constrained can slow the engine.
  • Often needs multiple combat steps to finish the table unless you assemble an overwhelming creature count.
  • Can struggle against effects that prevent attacking or shut down combat damage.

Rule zero notes

  • This commander tends to play a combat-focused, go-wide plan with an unblockable burst finish, not a deterministic combo by default.
  • Expect lots of attacking and board presence; games can hinge on combat math and timing.
  • Power level will swing with mana/ramp quality because the four-color attack payment is a major breakpoint.
  • If your build includes unusually high interaction or any combat-lock pieces, flag that up front since the commander already pressures combat.

Matchups

Best into

  • Creature-heavy midrange pods where reach Walls buy time and combat math matters.
  • Decks relying on blocking to stabilize, since your key attacker can be made unblockable.
  • Slower value tables where incremental tokens and repeated attacks can take over.

Struggles against

  • Heavy board-wipe metas that repeatedly reset creature counts.
  • Pillow-fort and combat-denial strategies that make attacking ineffective or impossible.
  • Fast, non-combat-centric win conditions that don’t care about your blockers or life totals.

Recent public decks

No public decks are available yet.

FAQ

Do I need to cast a noncreature spell every turn to function?
You’ll usually want to, because that’s how you keep the Wall stream going, but the deck can still win off a naturally wide board even when you miss a trigger.
Is the {R}{G}{W}{U} attack payment something I should use every combat?
Typically no; it’s best saved for turns where unblockable damage meaningfully changes the game, since holding up four colors can slow your development.
What actually closes the game?
Most wins come from going wide over time and then making a key attacker unblockable while it gets boosted by your creature count.
How do I avoid getting blown out by sweepers?
Try not to overextend into obvious wipe turns, and prioritize sequencing that lets you rebuild quickly by continuing to cast noncreature spells and re-establishing a board.
Does the commander want tall threats or lots of small bodies?
It generally prefers lots of bodies because the pump scales with creature count, but a single credible attacker makes the unblockable finish much more threatening.