Skip to content
  1. Commander Nexus
  2. Commanders
  3. Arno Dorian

Command zone

Arno Dorian

Arno Dorian

Legendary Creature — Human Assassin

Arno Dorian wants a deck that plays creatures face down and flips them for a surprise. It also suits a deck that is built around one creature type, like Elves or Dragons.

  • Mana cost2 genericblackred
  • Black, Red ()
  • Power / toughness3 / 3
  • RarityUncommon

Deathtouch

Other Assassins you control get +2/+0.

Disguise blackred (You may cast this card face down for 3 generic as a 2/2 creature with ward 2 generic. Turn it face up any time for its disguise cost.)

Build a deck with Arno Dorian Find it in the app

Archetypes
Themes

Cards That Fit Arno Dorian

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

explain how Arno Dorian 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

A disguise ability lets you cast a card face down by paying {3} and announcing that you are using a disguise ability. Any time you have priority, you can turn a face-down permanent you control face up by paying its disguise cost.

Wizards of the Coast 5 Jul 2024

A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent and Auras and Equipment that were attached to that permanent aren’t affected unless the new characteristics of the object change the legality of those targets or attachments.

Wizards of the Coast 5 Jul 2024

Any time you have priority, you may turn the face-down creature face up by revealing what its disguise cost is and paying that cost. This is a special action. It doesn’t use the stack and can’t be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.

Wizards of the Coast 5 Jul 2024

At any time, you can look at a face-down spell or permanent you control. You can’t look at face-down permanents or spells you don’t control unless an effect instructs or allows you to do so.

Wizards of the Coast 5 Jul 2024

Because face-down creatures don’t have a name, they can’t have the same name as any other creature, even another face-down creature.

Wizards of the Coast 5 Jul 2024

Because the permanent is on the battlefield both before and after it’s turned face up, turning a permanent face up doesn’t cause any enters-the-battlefield abilities to trigger.

Wizards of the Coast 5 Jul 2024

If a face-down creature loses its abilities, it can’t be turned face up with a disguise ability because it will no longer have a disguise ability (or a disguise cost) once face up.

Wizards of the Coast 5 Jul 2024

If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Similarly, if a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or the game ends.

Wizards of the Coast 5 Jul 2024

If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it’s an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won’t trigger, because even though you revealed the card, it never turned face up.

Wizards of the Coast 5 Jul 2024

The creature spell is a 2/2 creature spell with ward {2} that has no name, mana cost, or creature types. The resulting creature is a 2/2 creature with ward {2} that has no name, mana cost, or creature types. Both the spell and the resulting creature are colorless and have a mana value of 0. Other effects that apply to the spell or creature can still grant it any characteristics it doesn’t have or change the characteristics it does have.

Wizards of the Coast 5 Jul 2024

The face-down spell has no mana cost and a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3} to cast it. This is an alternative cost.

Wizards of the Coast 5 Jul 2024

Turning a permanent face up or face down doesn’t change whether that permanent is tapped or untapped.

Wizards of the Coast 5 Jul 2024

You must ensure that your face-down spells and permanents can be easily differentiated from each other. You’re not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order in which they entered the battlefield should remain clear, as well as what ability caused them to be face down. (This includes disguise, cloak, and in games involving older cards, morph and manifest, as well as a few other effects that turn cards face down.) Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.

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

Similar Commanders

Commanders that share the most with Arno Dorian, 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 glossaryBRPlayers write colors as letters: B for black, R for red.MorphMorph decks play creatures face down, as mystery 2/2s for three mana, then flip them face up at the right moment for a surprise. Turning one face up costs its morph cost and can be done at almost any time, even on an opponent's turn.Open the Morph pageFace-Down / MorphLets you cast a card face down as a nameless 2/2 creature for 3 mana, hiding what it really is. Later you pay its morph cost to turn it face up, at almost any time, even in the middle of a fight.Open the Face-Down / Morph pageTypal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff 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 page