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Auron, Venerated Guardian

Auron, Venerated Guardian

Legendary Creature — Human Spirit Samurai

Auron wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Humans, Samurai or Spirits.

  • Mana cost3 genericwhite
  • White ()
  • Power / toughness2 / 5
  • RarityRare

Vigilance

Shooting Star — Whenever Auron attacks, put a +1/+1 counter on it. When you do, exile target creature defending player controls with power less than Auron's power until Auron leaves the battlefield.

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Archetypes
Themes

Cards That Fit Auron, Venerated Guardian

Picked for what they do in Auron's deck. When two cards do the same job, the one with the lower comes first. All of them fit Auron'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 Auron, Venerated Guardian does6

The 6 Cards

Rulings for Auron, Venerated Guardian

explain how Auron 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 6 Jun 2025

Auras attached to the exiled creature will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.

Wizards of the Coast 6 Jun 2025

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

Wizards of the Coast 6 Jun 2025

Once a creature is exiled by the reflexive triggered ability, it doesn't matter what happens to Auron's power. Reducing Auron's power below the exiled creature's power won't cause the exiled creature to return to the battlefield.

Wizards of the Coast 6 Jun 2025

You don't choose a target for Auron's last ability at the time it triggers. Rather, a second "reflexive" ability triggers when you put a +1/+1 counter on it this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.

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

Similar Commanders

Commanders that share the most with Auron, 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 glossaryWPlayers write colors as letters: W for white.+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 pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine 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 pageAura RemovalAn Aura that switches off the creature it is attached to instead of destroying it. It might turn the creature into something harmless or remove its abilities. That matters against a commander: one that is switched off stays on the battlefield, so its owner cannot send it back to the command zone and cast it again. Darksteel Mutation, Imprisoned in the MoonOpen the Aura Removal pageTarget RemovalRemoves a single chosen permanent by destroying it, exiling it or returning it to its owner's hand, however big it is. It is the precise answer to one problem, as opposed to a board wipe that hits everything. Damage and -X/-X can miss a big creature, so they are Damage Removal and -X/-X Removal instead. Swords to Plowshares, Beast WithinOpen the Target Removal page