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Aurelia, Exemplar of Justice

Aurelia, Exemplar of Justice

Legendary Creature — Angel

Aurelia wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Angels.

  • Mana cost2 genericredwhite
  • White, Red ()
  • Power / toughness2 / 5
  • RarityMythic

Flying

Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)

At the beginning of combat on your turn, choose up to one target creature you control. Until end of turn, that creature gets +2/+0, gains trample if it's red, and gains vigilance if it's white.

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Archetypes
Themes

Cards That Fit Aurelia, Exemplar of Justice

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

Does what Aurelia, Exemplar of Justice does6

The 6 Cards

Rulings for Aurelia, Exemplar of Justice

explain how Aurelia 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 Oct 2018

Aurelia’s last ability resolves before attackers are chosen.

Wizards of the Coast 5 Oct 2018

If the creature with mentor leaves the battlefield with mentor on the stack, use its power as that creature last existed on the battlefield to determine whether the target creature has less power.

Wizards of the Coast 5 Oct 2018

If the target creature’s power is no longer less than the attacking creature’s power as the ability resolves, mentor doesn’t add a +1/+1 counter. For example, if two 3/3 creatures with mentor attack and both mentor triggers target the same 2/2 creature, the first to resolve puts a +1/+1 counter on it and the second does nothing.

Wizards of the Coast 5 Oct 2018

Mentor compares the power of the creature with mentor with that of the target creature at two different times: once as the triggered ability is put onto the stack, and once as the triggered ability resolves. If you wish to raise a creature’s power so its mentor ability can target a bigger creature, the last chance you have to do so is during the beginning of combat step.

Wizards of the Coast 5 Oct 2018

Once Aurelia’s last ability has resolved, the creature keeps whatever bonuses it got from that ability even if its colors change.

Wizards of the Coast 5 Oct 2018

The target creature gains trample and vigilance if it’s both red and white. It gets +2/+0 only once, even if it’s both red and white, and even if it’s neither red nor white.

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

Similar Commanders

Commanders that share the most with Aurelia, 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 glossaryWRPlayers write colors as letters: W for white, R for red.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion page