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Doorman

Doorman

Legendary Creature — Mutant Hero

Doorman wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Heroes or Mutants.

  • Mana cost1 genericgreen
  • Green ()
  • Power / toughness2 / 3
  • RarityUncommon

tap: Until end of turn, target creature can't be blocked by creatures with power 2 or less and/or Walls.

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Cards That Fit Doorman

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

Does what Doorman does6

The 6 Cards

Similar Commanders

Commanders that share the most with Doorman, 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 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 page