- Commander Nexus
- Commanders
- Desdemona, Freedom's Edge
Command zone
Desdemona, Freedom's Edge
Legendary Creature — Human Rogue
Desdemona wants a deck that fills its discard pile and plays cards back out of it. It also suits a deck that brings big creatures back from the discard pile.
- Mana cost
- White, Red ()
- Power / toughness3 / 4
- RarityRare
Vigilance
Whenever Desdemona attacks, target creature card in your graveyard that's an artifact or that has mana value 3 or less gains escape until end of turn. The escape cost is equal to its mana cost plus exile two other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)
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- Archetypes
- Themes
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- Humans
- Rogues
Cards That Fit Desdemona, Freedom's Edge
Picked for what they do in Desdemona's deck. When two cards do the same job, the one with the lower comes first. All of them fit Desdemona'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 Desdemona, Freedom's Edge
explain how Desdemona 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
After an escaped permanent spell resolves, it enters the battlefield and will return to its owner's graveyard if it dies later.
Escape's permission doesn't change when you may cast the spell from your graveyard.
If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
If a spell you're casting with escape has an additional cost of discarding cards or sacrificing permanents, you may exile cards discarded or sacrificed this way to pay that part of its escape cost.
If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. You may pay any optional additional costs the spell has, such as kicker costs. If it has any mandatory additional costs, you must pay those.
Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
7 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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