Skip to content
  1. Commander Nexus
  2. Commanders
  3. Coram, the Undertaker

Command zone

Coram, the Undertaker

Coram, the Undertaker

Legendary Creature — Human Warrior

Coram wants a deck that fills its discard pile and plays cards back out of it. It also suits a deck that wins by emptying its opponents' decks.

  • Mana cost1 genericblackredgreen
  • Black, Red, Green ()
  • Power / toughness0 / 5
  • RarityMythic

Coram gets +X/+0, where X is the greatest power among creature cards in all graveyards.

Whenever Coram attacks, each player mills a card.

During each of your turns, you may play a land and cast a spell from among cards in graveyards that were put there from libraries this turn.

Build a deck with Coram Find it in the app

Themes

Cards That Fit Coram, the Undertaker

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

explain how Coram 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 7 Jun 2024

Coram's first ability applies only while it is on the battlefield. In all other zones, its power is 0.

Wizards of the Coast 7 Jun 2024

If it's your turn, you control Coram, and another player has permission to play a card in a graveyard that was put there from a library this turn (perhaps because it's an instant card they own that has flashback), whoever gets priority sooner will have the first chance to play that card. In most cases, this will be you, since the active player receives priority after a spell or ability resolves.

Wizards of the Coast 7 Jun 2024

If you play a land or cast a spell from a graveyard using another permission, it won't stop you from using Coram's permission to do the same thing later in the turn, provided you haven't already done so.

Wizards of the Coast 7 Jun 2024

If you play a land, cast a spell, or both using the permission granted by Coram's last ability and then have a new Coram come under your control in the same turn, you can still play a land, cast a spell, or both using the new Coram's permission.

Wizards of the Coast 7 Jun 2024

Once you begin to cast a spell this way, losing control of Coram won't affect it. You can finish casting it as normal.

Wizards of the Coast 7 Jun 2024

The value of X will change as the greatest power among creature cards in all graveyards changes.

Wizards of the Coast 7 Jun 2024

You pay all costs and follow all timing rules for lands played and spells cast this way.

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

Similar Commanders

Commanders that share the most with Coram, 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 glossaryBRGPlayers write colors as letters: B for black, R for red, G for green.Graveyard/Self-MillGraveyard decks fill their own graveyard on purpose, then play cards from it as if it were a second hand. Moving cards from the top of your own deck straight into the graveyard is called self-mill.Open the Graveyard/Self-Mill pageSelf-MillPuts cards from your OWN library into your graveyard on purpose. Milling means moving cards off the top of a library into a graveyard. Aimed at an opponent that is an attack; aimed at yourself it is setup, filling the graveyard for the cards that want to use what is in it. Stitcher's Supplier, Hermit DruidOpen the Self-Mill 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 pageStat ScalingA creature whose power and toughness count something, so it grows as the game goes on. It might count lands you control or cards in your graveyard. Craterhoof Behemoth, Psychosis CrawlerOpen the Stat Scaling 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 pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff page