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Adéwalé, Breaker of Chains

Adéwalé, Breaker of Chains

Legendary Creature — Human Assassin Pirate

Adéwalé wants a deck that turns its Vehicles into creatures and attacks with them. It also works in a deck built around Assassins, Humans or Library Manipulation.

  • Mana cost1 genericblueblack
  • Blue, Black ()
  • Power / toughness4 / 1
  • RarityUncommon

When Adéwalé enters, reveal the top six cards of your library. Put an Assassin, Pirate, or Vehicle card from among them into your hand and the rest on the bottom of your library in a random order.

Whenever a Vehicle you control deals combat damage to a player, you may return this card from your graveyard to your hand.

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Archetypes

Cards That Fit Adéwalé, Breaker of Chains

Picked for what they do in Adéwalé's deck. When two cards do the same job, the one with the lower comes first. All of them fit Adéwalé's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Adéwalé, Breaker of Chains

explain how Adéwalé works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 5 Jul 2024

Adéwalé's last ability triggers only if it's already in your graveyard as a Vehicle you control deals combat damage to a player.

Wizards of the Coast 5 Jul 2024

If Adéwalé leaves your graveyard before its last ability resolves, the ability will have no effect, even if the card returns to your graveyard before that ability resolves.

2 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Adéwalé, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUBPlayers write colors as letters: U for blue, B for black. Blue is U because B was already taken by black.VehiclesVehicle decks use Vehicles, artifacts that become creatures when you tap your own creatures to crew them. A Vehicle is not a creature the rest of the time, so it survives spells that destroy all creatures and then turns into an attacker when you need it.Open the Vehicles pageVehicle PayoffCares about Vehicles, artifacts that become creatures when crewed, without being one itself. It makes them bigger, gives them abilities, or finds them. Depala, Pilot Exemplar, Fearless Swashbuckler, From Father to SonOpen the Vehicle Payoff pageSaboteurTriggers when a creature deals combat damage to a player, so the reward comes from connecting rather than from the damage itself. Evasion makes these far more reliable. Ragavan, Nimble PilfererOpen the Saboteur pageRecursionBrings cards back from the graveyard: to your hand, to the battlefield, or letting them be cast again from where they lie. Eternal Witness, Reanimate, VictimizeOpen the Recursion pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageAssassinsAssassins are mostly black creatures that often destroy another creature. Many have deathtouch, so any damage they deal to a creature destroys it.Open the Assassins pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation page