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Bofur, Reliable Guardian // Concerted Care

Bofur, Reliable Guardian // Concerted Care

Legendary Creature — Dwarf Scout // Instant — Adventure

Bofur wants a deck that makes attacking it too costly, so opponents fight each other. It also works in a deck built around Dwarves or Scouts.

  • Mana costwhite
  • White ()
  • Power / toughness1 / 1
  • RarityUncommon

Lifelink

//

Target artifact or creature you control gains hexproof and indestructible until end of turn. (Then exile this card. You may cast the creature later from exile.)

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Archetypes
Themes

Cards That Fit Bofur, Reliable Guardian

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

The 6 Cards

Rulings for Bofur, Reliable Guardian

explain how Bofur 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

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.

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

Similar Commanders

Commanders that share the most with Bofur, 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.PillowfortPillowfort decks make attacking you so costly or unappealing that opponents attack each other instead. Cards like Ghostly Prison make a player pay mana for every creature that attacks you, buying time for your own plan.Open the Pillowfort pageProtectionA creature with protection from something, like a color, is safe from anything with that quality. It cannot be damaged, enchanted or equipped, blocked, or targeted by it, and players remember the four with the word DEBT. It does not stop effects that neither target nor damage, like a board wipe that destroys every creature. ProgenitusOpen the Protection pageLife GainGains you life, once or over and over. Soul Warden, The Great Henge. In Commander life is something to spend, not just a cushion, and many of these cards also set off others that reward gaining life.Open the Life Gain 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 page