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Aminatou, the Fateshifter

Aminatou, the Fateshifter

Legendary Planeswalker — Aminatou

Aminatou wants a deck that removes its creatures and brings them right back to reuse them. It leads the ready-made Subjective Reality deck (2018).

  • Mana costwhiteblueblack
  • White, Blue, Black ()
  • Loyalty3
  • RarityMythic

+1: Draw a card, then put a card from your hand on top of your library.

−1: Exile another target permanent you own, then return it to the battlefield under your control.

−6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou controlled by the next player in the chosen direction.

Aminatou, the Fateshifter can be your commander.

Build a deck with Aminatou Find it in the app

Archetypes

Cards That Fit Aminatou, the Fateshifter

Picked for what they do in Aminatou's deck. When two cards do the same job, the one with the lower comes first. All of them fit Aminatou'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

Decks Led by Aminatou, the Fateshifter

Aminatou leads a ready-made deck.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary

Rulings for Aminatou, the Fateshifter

explain how Aminatou 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 13 Jul 2018

Aminatou's second ability can target any permanent you own, including those another player controls.

Wizards of the Coast 13 Jul 2018

As Aminatou's third ability resolves, you choose a direction, then each player takes control of their new permanents at the same time.

Wizards of the Coast 13 Jul 2018

If a token is exiled this way, it will cease to exist and won't return to the battlefield.

Wizards of the Coast 13 Jul 2018

In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. The effect of Aminatou's third ability stops applying to all permanents that player controlled and control of them reverts to their previous controller.

Wizards of the Coast 13 Jul 2018

In a two-player game, each player gains control of each permanent the other controls (aside from Aminatou) no matter which direction you choose.

Wizards of the Coast 13 Jul 2018

Once the exiled permanent returns, it's considered a new object with no relation to the object that it was. Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.

Wizards of the Coast 13 Jul 2018

The effect of Aminatou's third ability lasts indefinitely. It continues to apply after Aminatou (or her controller) leaves the game.

Wizards of the Coast 13 Jul 2018

You draw a card and put one back all while Aminatou's first ability is resolving. Nothing can happen between the two, and no player may choose to take actions.

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

Similar Commanders

Commanders that share the most with Aminatou, 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 glossaryWUBPlayers write colors as letters: W for white, U for blue, B for black. Blue is U because B was already taken by black.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker pageFlicker/SaveBriefly exiles a permanent you control and immediately returns it. That saves it from a kill spell like Swords to Plowshares, and it re-triggers any enter the battlefield ability: Mulldrifter flickered is two more cards. Ephemerate, Teferi's ProtectionOpen the Flicker/Save 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 pageCommander / Lieutenants MatterCards that get better while your commander is on the battlefield. Lieutenant is the keyword for it: those creatures gain a bonus as long as you control your commander.Open the Commander / Lieutenants Matter 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