- Commander Nexus
- Commanders
- Coram, the Undertaker
Command zone
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 cost
- 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.
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- Archetypes
- Themes
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- Humans
- Warriors
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.
Open the full glossary
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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
Coram's first ability applies only while it is on the battlefield. In all other zones, its power is 0.
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.
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.
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.
Once you begin to cast a spell this way, losing control of Coram won't affect it. You can finish casting it as normal.
The value of X will change as the greatest power among creature cards in all graveyards changes.
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 ↗
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