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Zephyrim

Zephyrim

Creature — Human Warrior

rare

Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.) Flying, vigilance Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

3/3

$0.66 ✦ $3.82View on Scryfall →

Semantic Tags

Defensivemechanical

Suited for blocking and defense. Includes defender, reach, vigilance, and cards that incentivize blocking.

ETB Mattersmechanical

Triggers when a creature or permanent enters the battlefield. Prime blink targets.

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.”

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

Vigilancemechanical

A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.”

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#20rare···
Warhammer 40,000 Commander#20★rare···

Related Concepts

Flying

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

Miracle

A keyword ability that lets you cast a spell for a reduced cost if it’s the first card you draw in a turn. See rule 702.94, “Miracle.”

Squad

A keyword ability that creates copies of a creature when it enters the battlefield. See rule 702.157, “Squad.”

Vigilance

A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.”

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

You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.

2022-10-07

Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.

2022-10-07

The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.

2022-10-07

It's important to reveal a card with miracle before it is mixed with the other cards in your hand.

2022-10-07

If the spell is countered, the squad ability will not trigger, and no tokens will be created.

2022-10-07

You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.

2022-10-07

To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.

2022-10-07

You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.

2022-10-07

You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.

2022-10-07

If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.

2022-10-07

See also "New Keyword Ability: Squad" and "Returning Keyword Ability: Miracle" in the General Notes section.

2022-10-07

If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.

2022-10-07

You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.

2022-10-07

If you cast Zephyrim for its miracle cost, you may also choose to pay its squad cost one or more times.

2022-10-07

You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.

2022-10-07

Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."

2022-10-07

If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.