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Codie, Vociferous Codex

Codie, Vociferous Codex

Legendary Artifact Creature — Book Construct

Codie wants a deck that casts extra spells for free off the top of its deck. It also suits a deck that steals its opponents' creatures and spells.

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

You can't cast permanent spells.

4 generic, tap: Add whiteblueblackredgreen. When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.

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Cards That Fit Codie, Vociferous 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

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The 6 Cards

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The 6 Cards

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The 6 Cards

Rulings for Codie, Vociferous 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 16 Apr 2021

A permanent spell is an artifact, creature, enchantment, or planeswalker spell. You may still play lands and cast instant and sorcery spells. Other effects can still put permanents onto the battlefield.

Wizards of the Coast 16 Apr 2021

Codie’s activated ability is a mana ability. It can’t be countered or responded to, and you can activate it while casting a spell. If you do, that spell is “the next spell” you cast this turn.

Wizards of the Coast 16 Apr 2021

If the card 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 16 Apr 2021

If you cast a spell “without paying its mana cost,” you can’t choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the spell.

Wizards of the Coast 16 Apr 2021

If you exile your entire library without exiling an instant or sorcery card with a lesser mana value, you will randomize the exiled cards and they again become your library, ending the effect. You will not continue to exile and shuffle your library forever.

Wizards of the Coast 16 Apr 2021

The delayed triggered ability created by Codie’s second ability will resolve before the spell that caused it to trigger. That ability will resolve even if the spell is countered or otherwise doesn’t resolve.

Wizards of the Coast 16 Apr 2021

The last card exiled is not cast immediately. You may cast it until the end of the current turn. If you do not cast it, that card will remain in exile.

Wizards of the Coast 16 Apr 2021

The mana value of the spell that caused the ability to trigger is determined only by its mana cost, no matter what the total cost to cast the spell was.

Wizards of the Coast 16 Apr 2021

The types and mana value of a double-faced card in exile are determined by the characteristics of its front face. The mana value of a split card is the total mana value of both halves of the split card added together.

Wizards of the Coast 16 Apr 2021

While you control Codie (as much as anyone can really “control” Codie), you may cast any face of a modal double-faced card that’s an instant or sorcery face, even if the other face is a permanent face.

Wizards of the Coast 16 Apr 2021

You exile the cards face up. All players will be able to see them.

11 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.Cascade/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 pagePlay from TopLets you play cards directly off the top of your deck, so your next draw is always available to cast. It pairs strongly with anything that controls what sits on top. Bolas's Citadel, Mystic ForgeOpen the Play from Top pageMillPuts cards from the top of a player's library, the deck they draw from, straight into their graveyard. Aimed at opponents it can win the game, because a player who has to draw from an empty library loses.Open the Mill 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 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 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 pageTheftTheft 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 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 pageStax/TaxMakes the game more expensive or more restrictive for everyone: taxing spells and attacks, or stopping permanents from untapping. Propaganda, Ghostly Prison. Many groups dislike playing against it, so check what your table expects first.Open the Stax/Tax pageMillMill decks win by emptying opponents' libraries, the decks they draw from: a player who has to draw from an empty library loses the game. Milling means putting cards from the top of a library straight into the graveyard.Open the Mill 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