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Djeru and Hazoret

Djeru and Hazoret

Legendary Creature — Human God

Djeru and Hazoret wants a deck that steals its opponents' creatures and spells. It also suits a deck that casts extra spells for free off the top of its deck.

  • Mana cost2 genericredredwhite
  • White, Red ()
  • Power / toughness5 / 4
  • RarityRare

As long as you have one or fewer cards in hand, Djeru and Hazoret has vigilance and haste.

Whenever Djeru and Hazoret attacks, look at the top six cards of your library. You may exile a legendary creature card from among them. Put the rest on the bottom of your library in a random order. Until end of turn, you may cast the exiled card without paying its mana cost.

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Cards That Fit Djeru and Hazoret

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

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The 6 Cards

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The 6 Cards

plan6

The 6 Cards

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The 6 Cards

Rulings for Djeru and Hazoret

explain how Djeru and Hazoret 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 14 Apr 2023

If the spell has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

Wizards of the Coast 14 Apr 2023

If you cast a spell without paying its mana cost, you can’t choose to cast it for any alternative costs. You can, however, pay any additional costs. If the spell has any mandatory additional costs, you must pay those.

Wizards of the Coast 14 Apr 2023

Once Djeru and Hazoret has legally attacked during the turn it came under your control, causing it to lose haste by adding cards to your hand won’t cause it to stop attacking. Similarly, causing it to lose vigilance after it has attacked won’t cause it to become tapped.

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

Similar Commanders

Commanders that share the most with Djeru and Hazoret, 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 glossaryWRPlayers write colors as letters: W for white, R for red.TheftTheft decks take control of opponents' creatures and other cards, or cast spells from their decks, and use them against them. Some steals last one turn so you can attack with the borrowed creature; others are permanent.Open the Theft pageImpulse DrawExiles cards from the top of your library and lets you play them for a short time, usually only that turn. You have to use them or lose them. Act on Impulse Prosper, Tome-BoundOpen the Impulse Draw pageTheftTakes something that belongs to an opponent: a creature, another permanent, or even a spell cast straight off the top of their deck. Act of Treason, Hellkite TyrantOpen the Theft pageFree CastCan be cast without paying its mana cost when a condition is met, often "if you control your commander". Because it costs nothing, you can still answer something after your mana is already spent. Fierce Guardianship, Deflecting SwatOpen the Free Cast pageCascade/Free CastCascade decks cast extra spells for free, straight from the top of their deck, every time they cast the right card. Cascade turns over cards from the top of your library until it hits a cheaper spell, which you may cast without paying for it.Open the Cascade/Free Cast pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageGods / DevotionGods, and cards that count your devotion: the number of mana symbols of one color among the costs of your permanents. The Theros Gods cannot be destroyed, and only become creatures when your devotion to their color is high enough.Open the Gods / Devotion pageLegends MatterCards that care about legendary cards: rewards for casting them, discounts, or bonuses for each one you control.Open the Legends Matter page