FoilTilt
// Stock precon · Killian, Decisive Mentor Silverquill Influence
Bracket
B2
Precon · Silverquill · B/W

Silverquill Influence precon.

Develop white and black mana, then place Auras where they produce useful attacks and cards.

CommanderKillian, Decisive Mentor
ColorsB/W Silverquill
Bracket2 Core · stock list
Cards100

At the table

Pod notes →
Keep
Three lands with white and black, an Aura or draw engine, and a useful early play; Killian is in the command zone.
Develop
Enchant a useful attacker on either side and trigger Killian once for each qualifying attack event.
Finish
Convert Aura value and redirected combat into a winning board, then prepare direct answers for heads-up play.
Watch out
Multiple enchanted attackers do not multiply one Killian trigger. Promise of Loyalty sacrifices all but one creature per player.
Guide reviewed List d538cf26

Rules and list review, not a playtest record. Turn windows and matchup advice are estimates. The list reference covers card quantities and the command zone; card changes require another guide and pod-note review.

Rules basis: Magic Comprehensive Rules, August 19, 2026. Bracket basis: Wizards’ October 2025 update and February 2026 follow-up.

Develop white and black mana, then place Auras where they produce useful attacks and cards.

Opening hands

Seven cards from this build. Commanders start in the command zone. In multiplayer Commander, the first mulligan is free. For later mulligans, draw seven again; once you keep, put one card on the bottom for each mulligan beyond the free one.

KeepShow the seven
  • Command Tower
  • Plains
  • Swamp
  • Arcane Signet
  • Kor Spiritdancer
  • Coercive Impetus
  • Fracture

Assumes Killian, Decisive Mentor is the chosen commander in the command zone and a four-player Core pod. Three lands plus Arcane Signet develop and fix mana, while Kor Spiritdancer and Coercive Impetus give this hand a concrete plan. Check the timing of colored costs before choosing the first land.

BorderlineShow the seven
  • Command Tower
  • Plains
  • Kor Spiritdancer
  • Coercive Impetus
  • Fracture
  • Eldrazi Conscription
  • Doomwake Giant

Two lands make the expensive end of this hand dependent on further mana development. Kor Spiritdancer is a reason to consider it on a later mulligan, but at seven cards with the multiplayer free mulligan available I would usually seek a more dependable third land or accelerator. Do not count a future draw as guaranteed.

MulliganShow the seven
  • Command Tower
  • Eldrazi Conscription
  • Doomwake Giant
  • Shadrix Silverquill
  • Inkshield
  • Promise of Loyalty
  • Winds of Rath

One land and an expensive hand cannot reliably develop the stock plan. Keeping several attractive payoffs does not compensate for missing land drops; use the multiplayer free mulligan when available, then follow the London mulligan procedure if drawing again.

01 // Play guide

How it plays.

Core game plan

Develop white and black mana, then place Auras where they produce useful attacks and cards. Killian triggers once when one or more creatures enchanted by an Aura you control attack. Those creatures may be yours or opponents'; multiple qualifying attackers in the same attack event still give one trigger. That can produce cards in different players' combats across a turn cycle. Goad can steer opponents away from you while other opponents remain, but does not offer the same protection in a heads-up game.

Key cards

  • Killian, Decisive Mentor. Triggers once when one or more creatures enchanted by an Aura you control attack, including opponents' creatures. Several qualifying attackers in one event do not multiply the trigger.
  • Scriv, the Obligator. The alternate face commander. On enter and on attack he makes a Contract Aura on an opponent's creature that pumps it when it attacks other opponents or drains its controller for 2 if it comes at you. He also has flying and deathtouch and triggers Killian-style payoffs as an Aura generator.
  • Kor Spiritdancer. Premier enchantress: she draws a card whenever you cast an Aura and gets +2/+2 per Aura attached to her, so a couple of cheap Auras turn her into a card-drawing finisher.
  • Coercive Impetus. A goad Aura you slap on an opponent's creature: it goads, and whenever that creature attacks you draw a card and lose 1 life. With Killian out, casting it also taps-and-goads a second creature.
  • Sage's Reverie. An Aura that draws a card for each Aura you control attached to a creature on entry, and gives the same number as a +1/+1 buff. In a deck this Aura-dense it can refill your hand and make a real threat in one card.
  • Hateful Eidolon. A one-mana lifelink body that draws a card for each Aura you controlled on a creature when that enchanted creature dies. Combined with removal or combat trades on your goad targets, it is a card-advantage faucet.
  • Doomwake Giant. Constellation: whenever it or another enchantment you control enters, all opposing creatures get -1/-1 until end of turn. With cheap Auras and token makers it acts as repeatable board control and can sweep small creatures.
  • Archon of Sun's Grace. Constellation token engine: every enchantment that enters makes a 2/2 flying Pegasus, and it grants those Pegasi lifelink while flying and lifelinking itself. It widens your board for the attack-trigger payoffs.
  • Breena, the Demagogue. A political draw and growth engine: whenever any player attacks an opponent who has more life than another opponent, that attacker draws and you put two +1/+1 counters on a creature you control. With all the goading you do, she fires constantly.

Combos and synergies

  • For example, one attack by three of your enchanted creatures gives one Killian trigger. On the next player's turn, their creature wearing your Aura attacking gives another trigger; it is not restricted to your creatures. Promise of Loyalty lets each player keep one chosen creature and sacrifice the rest, so Auras and indestructible do not preserve the whole board. Winds of Rath destroys nonenchanted creatures instead; an opponent's enchanted creature can survive too. Replenish and other recursion recover Auras, but do not make every enchanted board immune to removal.

Mulligan

Keep
  • Three lands with white and black, an Aura or draw engine, and a useful early play; Killian is in the command zone.
  • A balanced hand that develops an engine while retaining an answer to a meaningful opposing threat. Check tapped-land timing and required colors, not just total land count.
Ship back
  • Zero or one land without a dependable route to develop mana.
  • Expensive payoffs without early ramp, or several synergy payoffs with no way to supply their required bodies, spells or resources.
  • A hand relying on drawing the chosen commander: the commander starts in the command zone, not the opening seven.

Lines and sequencing

  • Ramp or establish an Aura-draw engine before paying for several Auras. Sram and Kor Spiritdancer cost two mana, not one.
  • Choose an opposing Aura recipient whose attack is useful and likely to happen; do not assume you choose its defender.
  • Track one Killian trigger per qualifying attack event, including opponents' creatures wearing your Auras.
  • Before Promise of Loyalty, choose the one creature you can keep and plan for the rest to be sacrificed.
  • Before Winds of Rath, count all enchanted creatures on both sides, not only your own protected board.
  • As the game becomes heads-up, re-evaluate goad and keep direct answers to the creature that can now attack you.

Pilot difficulty

Intermediate. The main plan is readable, but sequencing, trigger timing and resource accounting matter. Use the pilot reference and worked interaction before taking a long turn.