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Bre of Clan Stoutarm

Bre of Clan Stoutarm

Legendary Creature — Giant Warrior

Bre of Clan Stoutarm wants a deck that steals its opponents' creatures and spells. It also suits a deck that gains life over and over and gets rewarded for it.

  • Mana cost2 genericredwhite
  • White, Red ()
  • Power / toughness4 / 4
  • RarityRare

1 genericwhite, tap: Another target creature you control gains flying and lifelink until end of turn.

At the beginning of your end step, if you gained life this turn, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost if the spell's mana value is less than or equal to the amount of life you gained this turn. Otherwise, put it into your hand.

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Cards That Fit Bre of Clan Stoutarm

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

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The 6 Cards

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The 6 Cards

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The 6 Cards

Rulings for Bre of Clan Stoutarm

explain how Bre of Clan Stoutarm 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 17 Nov 2025

Bre's last ability will check as your end step starts to see if you gained life this turn. If you didn't, the ability won't trigger at all. Gaining life during your end step won't cause the ability to trigger.

Wizards of the Coast 17 Nov 2025

If the spell you cast has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

Wizards of the Coast 17 Nov 2025

If you choose to cast the exiled card, you do so while Bre's last ability is resolving and still on the stack. You can't wait to cast it later in the turn. Timing restrictions based on the card's type are ignored.

Wizards of the Coast 17 Nov 2025

Since you are using an alternative cost to cast the spell, you can't pay any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, you must pay those.

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

Similar Commanders

Commanders that share the most with Bre of Clan Stoutarm, 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 glossaryWRPlayers write colors as letters: W for white, R for red.TheftTheft decks take control of opponents' creatures and other cards, or cast spells from their decks, and use them against them. Some steals last one turn so you can attack with the borrowed creature; others are permanent.Open the Theft pageImpulse DrawExiles cards from the top of your library and lets you play them for a short time, usually only that turn. You have to use them or lose them. Act on Impulse Prosper, Tome-BoundOpen the Impulse Draw pageTheftTakes something that belongs to an opponent: a creature, another permanent, or even a spell cast straight off the top of their deck. Act of Treason, Hellkite TyrantOpen the Theft pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageLifegainLifegain decks gain life over and over and use cards that reward each gain with extra cards, creatures or damage to opponents. Everyone starts at 40 life in Commander, so the extra life also keeps you safe while you set up.Open the Lifegain pageLifegain PayoffTurns life gain into an actual effect: draining opponents, drawing cards, or growing creatures each time you gain life. Without one of these, gaining life mostly just delays things. Vito, Thorn of the Dusk Rose, Sanguine BondOpen the Lifegain Payoff 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 pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageCascade/Free CastCascade decks cast extra spells for free, straight from the top of their deck, every time they cast the right card. Cascade turns over cards from the top of your library until it hits a cheaper spell, which you may cast without paying for it.Open the Cascade/Free Cast pageFree CastCan be cast without paying its mana cost when a condition is met, often "if you control your commander". Because it costs nothing, you can still answer something after your mana is already spent. Fierce Guardianship, Deflecting SwatOpen the Free Cast pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation page