Crosis wants a deck that throws away its own cards on purpose for a reward. It also works in a deck built around Dragons.
Mana cost
Blue, Black, Red ()
Power / toughness6 / 6
RarityRare
Flying
Whenever Crosis deals combat damage to a player, you may pay . If you do, choose a color, then that player reveals their hand and discards all cards of that color.
Picked for what they do in Crosis's deck. When two cards do the same job, the one with the lower comes first. All of them fit Crosis'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 Crosis 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 Coast4 Oct 2004
You choose the color during resolution. This means your opponent does not get to react after knowing the color you chose.
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 glossaryUBRPlayers write colors as letters: U for blue, B for black, R for red. Blue is U because B was already taken by black.Madness/DiscardDiscard decks throw away their own cards on purpose and play cards that reward each discard. Cards with madness can even be cast for a different, usually cheaper, cost at the moment you discard them.Open the Madness/Discard pageOpponent DiscardMakes opponents discard cards from their hands. In a format where everyone starts with seven and refills slowly, stripping a hand can be harder to recover from than losing a creature. Windfall, Sword of Feast and FamineOpen the Opponent Discard pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageSaboteurTriggers when a creature deals combat damage to a player, so the reward comes from connecting rather than from the damage itself. Evasion makes these far more reliable. Ragavan, Nimble PilfererOpen the Saboteur page
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