- Commander Nexus
- Commanders
- Alharu, Solemn Ritualist
Command zone
Alharu, Solemn Ritualist
Legendary Creature — Human Monk
Alharu wants a deck that sacrifices its own creatures to drain opponents' life. It has partner, so it can share the lead with a second partner commander.
- Mana cost
- White ()
- Power / toughness3 / 3
- RarityUncommon
When Alharu enters, put a +1/+1 counter on each of up to two other target creatures.
Whenever a nontoken creature you control with a +1/+1 counter on it dies, create a 1/1 white Spirit creature token with flying.
Partner (You can have two commanders if both have partner.)
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- Archetypes
- Themes
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- Humans
- Monks
Cards That Fit Alharu, Solemn Ritualist
Picked for what they do in Alharu's deck. When two cards do the same job, the one with the lower comes first. All of them fit Alharu'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.
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Rulings for Alharu, Solemn Ritualist
explain how Alharu 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
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
If a creature you control with a +1/+1 counter on it dies at the same time as Alharu, Alharu's ability triggers for that creature.
If Alharu has a +1/+1 counter on it and dies, its ability triggers for itself.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
You create just one Spirit token, not one for each +1/+1 counter that was on the creature that died.
10 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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