Commander Mustard wants a deck that is built around one creature type, like Elves or Dragons. It also suits a deck that deals damage straight to its opponents.
Mana cost
White, Red ()
Power / toughness5 / 5
RarityRare
Vigilance
Other Soldiers you control have vigilance, trample, and haste.
: Until end of turn, Soldiers you control gain "Whenever this creature attacks, it deals 1 damage to defending player."
Picked for what they do in Commander Mustard's deck. When two cards do the same job, the one with the lower comes first. All of them fit Commander Mustard'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.Open the full glossary
explain how Commander Mustard 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 Coast2 Feb 2024
Activating Commander Mustard's last ability multiple times will cause Soldiers you control to gain multiple instances of the triggered ability. For example, if you activate Commander Mustard's last ability twice and then attack with Commander Mustard, it will have two instances of the triggered ability. Both will trigger, and the defending player will take 2 damage.
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.Typal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageAttack TriggerTriggers when a creature attacks, so the reward comes from declaring the attack. You get it even if the creature is blocked. Sword of the Animist, Adeline, Resplendent CatharOpen the Attack Trigger pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff pageBurnBurn decks win by dealing damage straight to opponents with spells and abilities, rather than by attacking with creatures. Damage that hits every opponent at once counts three times over at a four-player table.Open the Burn pageBurnDeals damage directly, to creatures or to players. Because it can hit a player as easily as a creature, the same card can remove a blocker or finish off an opponent. Lightning Bolt, Blasphemous ActOpen the Burn 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 pageSoldiersSoldiers are mostly white, and many cards make Soldier tokens, so Soldier decks tend to spread out with lots of creatures.Open the Soldiers page
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