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Braids, Conjurer Adept

Braids, Conjurer Adept

Legendary Creature — Human Wizard

Braids wants a deck that helps every player at the table, itself included. It also works in a deck built around Humans or Wizards.

  • Mana cost2 genericblueblue
  • Blue ()
  • Power / toughness2 / 2
  • RarityRare

At the beginning of each player's upkeep, that player may put an artifact, creature, or land card from their hand onto the battlefield.

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Cards That Fit Braids, Conjurer Adept

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

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The 6 Cards

Does what Braids, Conjurer Adept does6

The 6 Cards

Rulings for Braids, Conjurer Adept

explain how Braids 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 7 Aug 2020

Braids's effect doesn't count as playing a land if you put one onto the battlefield with it. You can still play a land for the turn during your main phase.

Wizards of the Coast 7 Aug 2020

If the permanent you put onto the battlefield has an ability that triggers at the beginning of your upkeep, it won't trigger during that upkeep.

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

Similar Commanders

Commanders that share the most with Braids, 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 glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.Group HugGroup Hug decks give every player extra cards, mana or life, making friends at the table while they quietly work toward their own win. The trick is to be the player best placed to use all that extra.Open the Group Hug pageGroup HugGives everyone at the table something: extra cards, extra mana, extra lands. It really is generous, and that is the trick: the player who built the deck around it knows what to do with the surplus, and the other three usually do not. Howling Mine, Heartbeat of Spring, Rites of FlourishingOpen the Group Hug 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