Dee Kay wants a deck that gains life over and over and gets rewarded for it. It also suits a deck that sacrifices its own creatures to drain opponents' life.
Mana cost
Blue, Black ()
Power / toughness1 / 4
RarityUncommon
When Dee Kay enters, open an Attraction.
Whenever you roll a 2, each opponent loses 1 life and you gain 1 life.
Whenever you roll a 4, you may tap or untap target artifact or creature.
Whenever you roll a 6, return target creature card from your graveyard to your hand.
Picked for what they do in Dee Kay's deck. When two cards do the same job, the one with the lower comes first. All of them fit Dee Kay'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 Dee Kay 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 Coast7 Oct 2022
If the spell or ability that caused you to roll a die includes any effects due to the result, resolve those effects before putting Dee Kay's triggered abilities on the stack.
Wizards of the Coast7 Oct 2022
If you roll a 2, a 4, or a 6 while rolling to visit your attractions, and one or more visit abilities also trigger from that roll, you choose the order in which those abilities and Dee Kay's ability go on the stack. You can have Dee Kay's ability resolve before those visit abilities, after them, or in between any of them.
Wizards of the Coast7 Oct 2022
If you roll more than one die at a time, Dee Kay's abilities will trigger for each corresponding result. For example, if I roll 2, 2, and 4 on three six-sided dice, her second ability will trigger twice and her third ability will trigger once.
Wizards of the Coast7 Oct 2022
It doesn't matter why you rolled a die or how many sides that die has: if you roll a 2, a 4, or a 6, the corresponding ability will trigger.
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 glossaryUBPlayers write colors as letters: U for blue, B for black. Blue is U because B was already taken by black.LifegainLifegain decks gain life over and over and use cards that reward each gain with extra cards, creatures or damage to opponents. Everyone starts at 40 life in Commander, so the extra life also keeps you safe while you set up.Open the Lifegain pageLife DrainAn opponent loses life and you gain that life from the same effect. Blood Artist, Zulaport Cutthroat. It lets Aristocrats decks win without ever attacking. Every drain card is also tagged Life Gain; this tag is the part where the life comes out of somebody.Open the Life Drain pageUntapperUntaps permanents. Untapping a land or a mana-producing artifact effectively lets you spend that mana twice in a turn, which is why untap effects turn up in so many infinite combos. Seedborn MuseOpen the Untapper pageLifegain EngineGains you life again and again, on a trigger that keeps happening, rather than once. You start at 40 life in Commander, so life is something to spend as well as a cushion, and a card like this sets off every card that rewards you for gaining it. Soul Warden, Trostani, Selesnya's VoiceOpen the Lifegain Engine pageAristocratsAristocrats decks sacrifice their own creatures on purpose and profit every time one dies, often by draining life from each opponent. A sacrifice outlet, a card that lets you sacrifice whenever you like, decides when that happens.Open the Aristocrats pageLife GainGains you life, once or over and over. Soul Warden, The Great Henge. In Commander life is something to spend, not just a cushion, and many of these cards also set off others that reward gaining life.Open the Life Gain pageCoin Flip / Die RollLeaves part of the outcome to chance: a coin flip, a die roll, or a choice made at random. A flip that can only hurt you, like the one on Mana Crypt, does not count, because no deck is built around it. Ancient Copper Dragon, Delina, Wild MageOpen the Coin Flip / Die Roll pageRecursionBrings cards back from the graveyard: to your hand, to the battlefield, or letting them be cast again from where they lie. Eternal Witness, Reanimate, VictimizeOpen the Recursion pageStaxStax decks slow the whole game down with cards that make spells cost more, stop lands from untapping, or limit what players can do each turn. The deck is built so those limits hurt it least. Many groups dislike playing against it, so check with your table first.Open the Stax pageFreeze / Tap LockKeeps permanents tapped, or stops them untapping normally. It denies opponents their mana and attackers, and on your own cards it is the drawback you pay for a burst of power. Basalt Monolith, Intruder AlarmOpen the Freeze / Tap Lock page
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