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Codie, Ravenous Codex

Codie, Ravenous Codex

Legendary Artifact Creature — Book Construct

Codie wants a deck that casts lots of instant and sorcery spells. It also suits a deck that answers everything its opponents play, then wins late.

  • Mana cost3 generic
  • All five colors ()
  • Power / toughness1 / 4
  • RarityRare

Whenever you cast a prepared spell, copy it. You may choose new targets for the copy.

whiteblueblackredgreen, tap: Each creature you control becomes prepared. (Only creatures with prepare spells can become prepared.)

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Archetypes

Cards That Fit Codie, Ravenous Codex

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

Rulings for Codie, Ravenous Codex

explain how Codie 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 21 Aug 2026

A creature with a prepare spell can't become prepared more than once at the same time. For example, say Bloodline Recollector is on the battlefield and is prepared. During the current turn, three creatures die. At the beginning of the end step, Bloodline Recollector's last ability triggers. When that ability resolves, since Bloodline Recollector is already prepared, the ability won't cause it to become prepared a second time or create a second copy of Ancestral Craving in exile.

Wizards of the Coast 21 Aug 2026

A creature without a prepare spell can't become prepared.

Wizards of the Coast 21 Aug 2026

A preparation card is a creature card in every zone. For example, while it's in your graveyard, Diviner of Victory is a blue creature card whose mana value is 1. It can't be the target of Stingcaster Mage's triggered ability ("When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.").

Wizards of the Coast 21 Aug 2026

As an effect causes a creature with a prepare spell to become prepared (including effects that state that a creature "enters prepared"), that creature's controller creates a copy of that creature's prepare spell in exile. That copy remains in exile for as long as that permanent is on the battlefield and is prepared. That creature's controller may cast that copy as long as it remains in exile. As they cast it, that creature stops being prepared.

Wizards of the Coast 21 Aug 2026

Being prepared isn't a copiable value. If a permanent becomes a copy of a prepared creature, it won't be prepared. That permanent will have the alternative characteristics, though, and some other effect could cause it to become prepared later.

Wizards of the Coast 21 Aug 2026

Casting a copy of a prepare spell from exile 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 a copy of a prepare spell cast from exile.

Wizards of the Coast 21 Aug 2026

Creating a copy of a creature's prepare spell in exile ignores copy exceptions applied to that creature that would affect the copiable values of that spell. For example, say a player casts Croaking Counterpart (a sorcery that says "Create a token that's a copy of target non-Frog creature, except it's a 1/1 green Frog") targeting Diviner of Victory. The token copy of Diviner of Victory will enter prepared as a 1/1 green Frog creature, but the copy of Unwind History in exile will still be a blue sorcery. The copy of Unwind History won't be green, a creature, or a Frog, and it won't have power or toughness.

Wizards of the Coast 21 Aug 2026

If a prepare spell with one or more targets has no legal targets when it tries to resolve, it won't resolve and none of its effects will happen. Since the spell was cast, the associated permanent will still not be prepared.

Wizards of the Coast 21 Aug 2026

If a prepared creature loses all abilities, it won't stop being prepared, and nothing will happen to its alternative characteristics or to the copy of its prepare spell in exile.

Wizards of the Coast 21 Aug 2026

If a prepared creature stops being a creature, it will still be prepared, and the copy of its prepare spell will remain in exile. That permanent's controller will still be able to cast it. The same is true if a prepared creature becomes a copy of something else, even if it's then a permanent without a prepare spell.

Wizards of the Coast 21 Aug 2026

If an effect causes a creature to become unprepared, a prepared creature stops being prepared and the associated copy of its prepare spell in exile ceases to exist. If it wasn't prepared at that time, nothing happens.

Wizards of the Coast 21 Aug 2026

If an effect instructs you to choose a card name, you may choose the alternative prepare spell's name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

Wizards of the Coast 21 Aug 2026

Only the current controller of a prepared creature can cast the copy of its prepare spell in exile. It doesn't matter who owns that creature or who controlled it when it became prepared.

Wizards of the Coast 21 Aug 2026

Preparation cards can be cast only with their base characteristics.

Wizards of the Coast 21 Aug 2026

While copies of spells in zones other than the stack cease to exist when state-based actions are checked, this does not apply to copies of prepare spells in exile that were created as a creature became prepared.

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

Similar Commanders

Commanders that share the most with Codie, 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 glossaryWUBRGPlayers write colors as letters: W for white, U for blue, B for black, R for red, G for green. Blue is U because B was already taken by black.SpellslingerSpellslinger decks cast lots of instants and sorceries, one-time spells, and play creatures that reward every spell you cast. Instants and sorceries take effect once and then go to your graveyard, and an instant can even be cast during another player's turn.Open the Spellslinger pageAikido / RedirectionTurns an opponent's own spell, ability or damage back on them. It changes the spell's target, copies it, or sends the damage somewhere else. Aikido is the community's name for it, borrowed from the martial art. Deflecting Swat, Narset's ReversalOpen the Aikido / Redirection pageSpell CopyingCopies a spell or an ability. The copy is not cast, so it costs nothing extra and does not set off cards that care about casting a spell. Reverberate, Storm-Kiln ArtistOpen the Spell Copying pageControlControl decks answer what everyone else plays, stopping spells and removing dangerous cards, then win slowly once they are in charge. Expect lots of removal, spells that cancel other spells, and extra card draw.Open the Control pageStack InteractionActs while a spell is waiting to take effect: countering it, changing what it targets, or copying it. When someone casts a spell it waits on the stack, and every player gets priority, a chance to respond, before it happens. Counterspell, NegateOpen the Stack Interaction 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