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Magnus the Red

Magnus the Red

Legendary Creature — Demon Primarch

rare

Flying Unearthly Power — Instant and sorcery spells you cast cost less to cast for each creature token you control. Blade of Magnus — Whenever Magnus the Red deals combat damage to a player, create a 3/3 red Spawn creature token.

4/5

$11.98 ✦ $40.91View on Scryfall →
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Semantic Tags

Cost Reductionmechanical

A permanent or effect that makes spells or abilities cheaper to cast or activate.

A permanent or effect that makes spells or abilities cheaper to cast or activate.

Evasivemechanical

Difficult to block or grants evasion. Includes flying, menace, fear, intimidate, shadow, skulk, horsemanship, unblockable effects, and cards that grant these abilities.

Flyingmechanical

A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”

Permanentmechanical

A card or token on the battlefield. See rule 110, “Permanents.”

Spellslingermechanical

Rewards casting instants and sorceries. Includes magecraft, prowess triggers, and spell-count payoffs.

Rewards casting instants and sorceries. Includes magecraft, prowess triggers, and spell-count payoffs.

Creates creature tokens, Treasure tokens, Food tokens, Clue tokens, or other token types.

Tokens Mattermechanical

Cares about tokens being on the battlefield — payoffs for having or creating tokens. Distinct from token_generation (which creates them).

Format Legality

commanderlegal
oathbreakerlegal
modernnot legal
pioneernot legal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historicnot legal
explorernot legal
alchemynot legal

Price history

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Printings (2)

SetRarityTCGplayerCard KingdomCardmarket
Warhammer 40,000 Commander#131★rare···
Warhammer 40,000 Commander#131rare···

Related Concepts

Flying

A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”

Related Rules

106.5

If an ability would produce one or more mana of an undefined type, it produces no mana instead.

106.7

Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.

106.12

To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”

106.12a

An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.12b

A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

107.3m

If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.

107.5

The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

107.6

The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

Rulings

2022-10-07

The total cost to cast a spell is locked in before you pay that cost. For example, if you control three creature tokens, including one you can sacrifice to add {C}, the total cost to cast an instant with mana cost {4}{R} is {1}{R}. Then you can sacrifice the creature when you activate mana abilities just before paying the cost.

2022-10-07

Activating a permanent card's unearth ability isn't the same as casting it as a spell. The unearth ability is put on the stack, but the card is not. Spells and abilities that interact with activated abilities (such as Stifle) will interact with unearth, but spells and abilities that interact with spells (such as Cancel) will not.

2022-10-07

If you activate a card's unearth ability but that card is removed from your graveyard before the ability resolves, that unearth ability will resolve and do nothing.

2022-10-07

Unearth grants haste to the permanent that's returned to the battlefield. However, neither of the "exile" abilities is granted to that permanent. If that creature loses all its abilities, it will still be exiled at the beginning of the end step, and if it would leave the battlefield, it is still exiled instead.

2022-10-07

If a permanent returned to the battlefield by an unearth ability would leave it for any reason, it's exiled instead—unless the spell or ability that's causing it to leave the battlefield is actually trying to exile it. In that case, the spell or ability succeeds at exiling the permanent. If the spell or ability later returns the card to the battlefield, it will return as a new object with no relation to its previous existence. The unearth effect will no longer apply to it.

2022-10-07

At the beginning of the end step, a permanent returned to the battlefield with unearth is exiled. This is a delayed triggered ability, and it can be countered by effects that counter triggered abilities. If the ability is countered, the permanent will stay on the battlefield and the delayed trigger won't trigger again. However, the replacement effect will still exile it if it eventually leaves the battlefield.