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Chulane, Teller of Tales

Chulane, Teller of Tales

Legendary Creature — Human Druid

Chulane wants a deck that removes its creatures and brings them right back to reuse them. It also suits a deck that gets a reward every time it plays a land.

  • Mana cost2 genericgreenwhiteblue
  • White, Blue, Green ()
  • Power / toughness2 / 4
  • RarityMythic

Vigilance

Whenever you cast a creature spell, draw a card, then you may put a land card from your hand onto the battlefield.

3 generic, tap: Return target creature you control to its owner's hand.

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Themes

Cards That Fit Chulane, Teller of Tales

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

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The 6 Cards

plan6

The 6 Cards

Rulings for Chulane, Teller of Tales

explain how Chulane 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 4 Oct 2019

Chulane's triggered ability doesn't count as playing a land. It can put a land card onto the battlefield even if you've already played your land for the turn, and even if it's not your turn.

Wizards of the Coast 4 Oct 2019

Chulane's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.

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

Similar Commanders

Commanders that share the most with Chulane, 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 glossaryWUGPlayers write colors as letters: W for white, U for blue, G for green. Blue is U because B was already taken by black.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker pageSelf-Bounce / RescueReturns a permanent to its owner's hand, often one of your own. That saves it from removal or lets its 'when this enters' ability happen again. Whitemane LionOpen the Self-Bounce / Rescue pageTarget RemovalRemoves a single chosen permanent by destroying it, exiling it or returning it to its owner's hand, however big it is. It is the precise answer to one problem, as opposed to a board wipe that hits everything. Damage and -X/-X can miss a big creature, so they are Damage Removal and -X/-X Removal instead. Swords to Plowshares, Beast WithinOpen the Target Removal pageLandfallLandfall 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 pageBounceBounce decks send cards on the battlefield back to their owner's hand, to slow opponents down or to reuse their own cards. Bouncing an opponent's card makes them pay for it again; bouncing your own lets its 'when this enters' ability happen twice.Open the Bounce 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 page