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Beorn, Reluctant Host // Till and Tend

Beorn, Reluctant Host // Till and Tend

Legendary Creature — Human Bear Shapeshifter // Sorcery — Adventure

Beorn wants a deck that gets a reward every time it plays a land. It also works in a deck built around Bears, Humans or Shapeshifters / Changelings.

  • Mana cost4 genericgreen
  • Green ()
  • Power / toughness5 / 5
  • RarityCommon

Trample

//

You may play an additional land this turn. (Then exile this card. You may cast the creature later from exile.)

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Archetypes

Cards That Fit Beorn, Reluctant Host

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

The 6 Cards

Rulings for Beorn, Reluctant Host

explain how Beorn 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 29 Jun 2026

An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Bilbo, Luckwearer is a blue creature card whose mana value is 2. It can't be put into your hand by the effect of Speak Secrets ("Mill four cards, then put an instant or sorcery card from among them into your hand.").

Wizards of the Coast 29 Jun 2026

An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.

Wizards of the Coast 29 Jun 2026

Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

Wizards of the Coast 29 Jun 2026

If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may play it using its primary characteristics. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.

Wizards of the Coast 29 Jun 2026

If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.

Wizards of the Coast 29 Jun 2026

If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.

Wizards of the Coast 29 Jun 2026

If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

Wizards of the Coast 29 Jun 2026

If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.

Wizards of the Coast 29 Jun 2026

If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.

Wizards of the Coast 29 Jun 2026

If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Gandalf, Party Guest ("At the beginning of combat on your turn, you may cast an instant or sorcery spell with mana value X or less from your hand without paying its mana cost, where X is twice the number of legendary Wizards you control."), you could cast Burglar's Plot from your hand without paying its mana cost (provided you control enough legendary Wizards), but not Bilbo, Luckwearer.

Wizards of the Coast 29 Jun 2026

The effect that allows you to play an additional land that turn is cumulative with other effects that do so.

Wizards of the Coast 29 Jun 2026

When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

Wizards of the Coast 29 Jun 2026

You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.

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

Similar Commanders

Commanders that share the most with Beorn, 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 glossaryGPlayers write colors as letters: G for green.LandfallLandfall decks reward you each time a land enters the battlefield for you, then find ways to play extra lands. You can normally play only one land a turn, so cards that let you play more, or pull lands out of your deck, make everything happen more often.Open the Landfall pageExtra Land DropLets you put down more than one land in a turn. The normal limit is exactly one, so this both accelerates your mana and switches on everything that triggers when a land enters play. Exploration, Azusa, Lost but Seeking, Oracle of Mul DayaOpen the Extra Land Drop pageRampAn effect that accelerates your mana, giving you a reusable mana source beyond the usual one land per turn. Cultivate Rampant GrowthOpen the Ramp page