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Dionus, Elvish Archdruid

Dionus, Elvish Archdruid

Legendary Creature — Elf Druid

Dionus wants a deck that keeps making its creatures bigger turn after turn. It also suits a deck that is built around one creature type, like Elves or Dragons.

  • Mana cost3 genericgreen
  • Green ()
  • Power / toughness3 / 3
  • RarityUncommon

Elves you control have "Whenever this creature becomes tapped during your turn, untap it and put a +1/+1 counter on it. This ability triggers only once each turn."

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Cards That Fit Dionus, Elvish Archdruid

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

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The 6 Cards

plan6

The 6 Cards

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The 6 Cards

Rulings for Dionus, Elvish Archdruid

explain how Dionus 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 8 Nov 2024

A permanent that enters tapped doesn't "become tapped." As such, if it has the ability granted by Dionus, that ability won't trigger.

Wizards of the Coast 8 Nov 2024

Dionus's ability grants a triggered ability to itself as well as other Elves you control.

Wizards of the Coast 8 Nov 2024

If Dionus leaves the battlefield and returns to the battlefield in the same turn, or if one Dionus leaves and another Dionus enters, the ability granted by the old one is different from the ability granted by the new one. This means that an Elf that already untapped and got a +1/+1 counter from the previous granted triggered ability could untap and get another +1/+1 counter from the new granted triggered ability if it becomes tapped again later that turn.

Wizards of the Coast 8 Nov 2024

If Dionus leaves the battlefield while one or more triggered abilities generated by the ability it grants are still on the stack, those abilities will still resolve as normal.

Wizards of the Coast 8 Nov 2024

If you somehow control multiple copies of Dionus, each permanent you control will have that many instances of the granted ability. These abilities are not redundant. For example, if you control two copies of Dionus and one becomes tapped during your turn, each of its granted abilities will trigger. When those abilities resolve, each one will untap that Dionus (if it's tapped at the time) and will put a +1/+1 counter on it regardless of whether it's tapped or untapped.

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

Similar Commanders

Commanders that share the most with Dionus, 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 glossaryGPlayers write colors as letters: G for green.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageTypal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff pageElvesElves are mostly green creatures, and many make extra mana, so Elf decks can play lots of creatures very quickly.Open the Elves pageTap / Untap LoopsCards that untap your permanents, so a creature or land can be used twice in one turn. Some untap effects create endless loops that win the game.Open the Tap / Untap Loops 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 page