Skip to content
  1. Commander Nexus
  2. Commanders
  3. Catti-brie of Mithral Hall

Command zone

Catti-brie of Mithral Hall

Catti-brie of Mithral Hall

Legendary Creature — Human Archer

Catti-brie of Mithral Hall wants a deck that piles armor and magic onto one creature and attacks with it. It also suits a deck that arms its creatures with weapons and armor.

  • Mana costgreenwhite
  • White, Green ()
  • Power / toughness2 / 2
  • RarityRare

Reach, first strike

Whenever Catti-brie attacks, put a +1/+1 counter on it for each Equipment attached to it.

1 generic, Remove all +1/+1 counters from Catti-brie: It deals X damage to target attacking or blocking creature an opponent controls, where X is the number of counters removed this way.

Build a deck with Catti-brie of Mithral Hall Find it in the app

Themes

Cards That Fit Catti-brie of Mithral Hall

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

plan6

The 6 Cards

Rulings for Catti-brie of Mithral Hall

explain how Catti-brie of Mithral Hall 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 23 Jul 2021

If a blocking creature is destroyed due to damage dealt this way, the creature it was blocking is still considered blocked. Unless the attacking creature has trample, it won't deal any damage to the player or planeswalker it is attacking.

Wizards of the Coast 23 Jul 2021

If Catti-brie of Mithral Hall has no counters, you can still activate the last ability. This won't deal any damage, but it will count as targeting something for abilities like that of Fey Steed.

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

Similar Commanders

Commanders that share the most with Catti-brie of Mithral Hall, 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 glossaryWGPlayers write colors as letters: W for white, G for green.VoltronVoltron decks load one creature, usually the commander, with Equipment and Auras until it can win by attacking on its own. In Commander, a player dealt 21 or more combat damage by the same commander over the game loses, so one huge commander can knock a player out.Open the Voltron pageVoltron CommanderA legendary creature that can carry the whole game plan by itself. It protects itself, grows with what is attached to it, or rewards attacking alone. The deck piles Auras and Equipment onto it and wins with commander damage, since 21 or more combat damage from one commander knocks a player out. Named for the toy robot built from smaller pieces. Zurgo Helmsmasher, Uril, the Miststalker, Sigarda, Host of HeronsOpen the Voltron Commander pageVoltron SupportHelps you stack Auras and Equipment onto a single creature: cheaper attaching, protection, or extra ways to suit it up. Hammer of Nazahn, Sigarda's AidOpen the Voltron Support pageEquipment PayoffRewards you for casting or attaching Equipment: drawing cards, attaching for free, or attaching at instant speed. Puresteel Paladin, Sigarda's AidOpen the Equipment Payoff pageEquipmentEquipment decks attach artifacts called Equipment to their creatures to make them bigger and harder to stop. You pay a cost to equip each one, and it stays on the battlefield when the creature dies, ready to move to the next.Open the Equipment pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation 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 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 pageDamage RemovalRemoves creatures by dealing damage to them rather than by destroying them outright. This includes fight cards, where your creature deals the damage. Damage only kills a creature if it at least equals its toughness, so it can miss the biggest ones, and it does not kill a creature that cannot be destroyed. Lightning Bolt, Rabid Bite, PyroclasmOpen the Damage Removal page