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Aveline de Grandpré

Aveline de Grandpré

Legendary Creature — Human Assassin

Aveline de Grandpré wants a deck that plays creatures face down and flips them for a surprise. It also suits a deck that keeps making its creatures bigger turn after turn.

  • Mana cost2 genericgreengreen
  • Black, Green ()
  • Power / toughness3 / 3
  • RarityRare

Deathtouch

Whenever a creature you control with deathtouch deals combat damage to a player, put that many +1/+1 counters on that creature.

Disguise blackgreen (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.)

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Archetypes
Themes

Cards That Fit Aveline de Grandpré

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

Rulings for Aveline de Grandpré

explain how Aveline de Grandpré 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 creature you control with deathtouch deals combat damage to a player at the same time it’s dealt lethal damage (perhaps because it has trample and was blocked), it will die before Aveline’s triggered ability resolves and puts +1/+1 counters on it.

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.

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

Similar Commanders

Commanders that share the most with Aveline de Grandpré, 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 glossaryBGPlayers write colors as letters: B for black, G for green.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 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 pageSaboteurTriggers when a creature deals combat damage to a player, so the reward comes from connecting rather than from the damage itself. Evasion makes these far more reliable. Ragavan, Nimble PilfererOpen the Saboteur page+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