Premium−70%Inception — 100-Card Commander Deck
SKU DECK-ICP-100
Dom Cobb, Extractor leads this Inception Azorius (white/blue) Commander deck. Build dream counters, then wake up to repeat every Waking ability on your permanents once per counter removed. The deck carries the Bracket 4 designation.
Inception: build the dream, choose the waking moment
Dom Cobb, Extractor leads an Azorius (white/blue) dream-counter strategy drawn from Inception. The heist unfolds through a rain-soaked city, a hotel and a snow fortress, but its central decision is on your battlefield: accumulate another level or bring the team back now. Cobb goes deeper whenever he attacks, giving you a dream counter, and offers the option to wake up at the beginning of your end step. His own Waking ability lets you draw a card, so assembling the team changes how much each return can accomplish.
- DREAM COUNTERS: Going deeper gives you a dream counter. Waking removes all your dream counters and triggers each Waking ability of permanents you control once for every counter removed.
- THE EXTRACTOR: Dom Cobb, Extractor goes deeper when he attacks, offers a wake-up at your end step, and may draw you a card for each resolution of his Waking ability.
- ASSEMBLE THE TEAM: Arthur, the Point Man untaps a target permanent you control on waking; Ariadne, the Architect scries 2; Saito, the Patron makes each opponent lose 1 life while you gain 1.
- CHOOSE THE EXIT: The Spinning Top taps to wake you up. Level Two: The Hotel gives your creatures +1/+0 and flying until end of turn for each resolution of its Waking ability.
A shared dream rewards a prepared battlefield
Dream counters belong to you, so losing Cobb does not erase the depth already accumulated. What matters at the exit is which Waking permanents you still control. Establishing Arthur or Saito before cashing in counters can turn the same wake-up into untaps, cards and life loss. Waiting adds potential value, while an earlier exit can supply resources for your next turn. The Spinning Top provides another way to make that choice without waiting for Cobb's end-step trigger.
This Inception Magic Proxy Commander deck suits players who enjoy setting up several complementary permanents and deciding when to collect their rewards. Its Azorius identity joins the architecture of the dream to the discipline of the crew, while the familiar locations become functional parts of the plan.
A 100-card Commander deck plus 3 tokens, with the existing Bracket 4 designation.
Fan-made proxy — not intended for official tournaments
Inception — 100-Card Commander Deck
Dom Cobb, Extractor leads this Inception Azorius (white/blue) Commander deck. Build dream counters, then wake up to repeat every Waking ability on your permanents once per counter removed. The deck carries the Bracket 4 designation.
Quantity
Inception: build the dream, choose the waking moment
Dom Cobb, Extractor leads an Azorius (white/blue) dream-counter strategy drawn from Inception. The heist unfolds through a rain-soaked city, a hotel and a snow fortress, but its central decision is on your battlefield: accumulate another level or bring the team back now. Cobb goes deeper whenever he attacks, giving you a dream counter, and offers the option to wake up at the beginning of your end step. His own Waking ability lets you draw a card, so assembling the team changes how much each return can accomplish.
- DREAM COUNTERS: Going deeper gives you a dream counter. Waking removes all your dream counters and triggers each Waking ability of permanents you control once for every counter removed.
- THE EXTRACTOR: Dom Cobb, Extractor goes deeper when he attacks, offers a wake-up at your end step, and may draw you a card for each resolution of his Waking ability.
- ASSEMBLE THE TEAM: Arthur, the Point Man untaps a target permanent you control on waking; Ariadne, the Architect scries 2; Saito, the Patron makes each opponent lose 1 life while you gain 1.
- CHOOSE THE EXIT: The Spinning Top taps to wake you up. Level Two: The Hotel gives your creatures +1/+0 and flying until end of turn for each resolution of its Waking ability.
A shared dream rewards a prepared battlefield
Dream counters belong to you, so losing Cobb does not erase the depth already accumulated. What matters at the exit is which Waking permanents you still control. Establishing Arthur or Saito before cashing in counters can turn the same wake-up into untaps, cards and life loss. Waiting adds potential value, while an earlier exit can supply resources for your next turn. The Spinning Top provides another way to make that choice without waiting for Cobb's end-step trigger.
This Inception Magic Proxy Commander deck suits players who enjoy setting up several complementary permanents and deciding when to collect their rewards. Its Azorius identity joins the architecture of the dream to the discipline of the crew, while the familiar locations become functional parts of the plan.
A 100-card Commander deck plus 3 tokens, with the existing Bracket 4 designation.
Fan-made proxy — not intended for official tournaments
All 80 Cards in the Inception — 100-Card Deck
Every card is also available individually as a single Magic proxy.
- Dom Cobb, Extractor
- Mal, Cobb's Shade
- Arthur, the Point Man
- Ariadne, the Architect
- Eames, the Forger
- Yusuf, the Chemist
- Saito, the Patron
- Saito, Old Man of Limbo
- Robert Fischer, the Mark
- Maurice Fischer, the Dying Magnate
- Peter Browning, the Godfather
- Professor Stephen Miles
- Mr. Charles, Head of Security
- Nash, the Unreliable Architect
- The Old Man of the Basement
- Mombasa Sleeper
- The Blonde at the Bar
- Saito's Bodyguard
- Snow Fortress Sentry
- Militarized Security Detail
- Rain-Soaked Gunman
- Cobol Engineering Agent
- The Freight Train in the Street
- Paris Café Projection
- Fischer's Trained Subconscious
- Hotel Concierge Projection
- Saito's Helicopter Pilot
- The Immigration Officer
- First-Class Flight Attendant
- Snowmobile Patrol
- The PASIV Device
- The Spinning Top
- The Loaded Die
- Ariadne's Bishop
- The Penrose Stairs
- The Somnacin Compound
- The Pinwheel from the Vault
- Sol Ring
- Arcane Signet
- Azorius Signet
- Talisman of Progress
- Phillipa and James, Seen from Behind
- Fischer's Militarized Subconscious
- An Idea Is Like a Virus
- Level One: The Rain-Soaked City
- Level Two: The Hotel
- Level Three: The Snow Fortress
- Saito Buys the Airline
- Inception
- The Kick
- The Van Hits the Water
- Non, Je Ne Regrette Rien
- Is This Real?
- The Chase Through Mombasa
- Killed in the Dream
- Lost in Limbo
- Paris Folds Over Itself
- The Collapse of Limbo
- You Can't Stay Here
- A Paradox in the Architecture
- Arthur's Research
- Dream a Little Bigger
- Planting the Seed
- Sedated for the Flight
- Extraction
- Limbo, the Unconstructed Dream Space
- The Shore of Limbo
- Saito's Castle by the Sea
- The Paris Warehouse
- The Paris Café Street
- The Mombasa Rooftops
- The Dreamers' Basement
- The Hotel Bar
- The Snow Fortress
- The Rain-Soaked Downtown
- Island
- Plains
- Militarized Projection
- Treasure
- Dream Levels