Skip to content
  1. Commander Nexus
  2. Commanders
  3. Drana, Liberator of Malakir

Command zone

Drana, Liberator of Malakir

Drana, Liberator of Malakir

Legendary Creature — Vampire Ally

Drana wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Allies or Vampires.

  • Mana cost1 genericblackblack
  • Black ()
  • Power / toughness2 / 3
  • RarityMythic

Flying, first strike

Whenever Drana deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.

Build a deck with Drana Find it in the app

Archetypes

Cards That Fit Drana, Liberator of Malakir

Picked for what they do in Drana's deck. When two cards do the same job, the one with the lower comes first. All of them fit Drana'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 Drana, Liberator of Malakir does6

The 6 Cards

Rulings for Drana, Liberator of Malakir

explain how Drana 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 25 Aug 2015

Drana's last ability triggers after combat damage has been dealt, so only attacking creatures that survive the combat damage step in which Drana deals combat damage will have +1/+1 counters put on them.

Wizards of the Coast 25 Aug 2015

The +1/+1 counter won't change how much damage Drana or any other attacking creature with first strike or double strike deals during that combat damage step. However, the +1/+1 counters that are put on attacking creatures without first strike will affect the damage those creatures deal during the regular combat damage step.

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

Similar Commanders

Commanders that share the most with Drana, 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 glossaryBPlayers write colors as letters: B for black.+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 pageSaboteurTriggers when a creature deals combat damage to a player, so the reward comes from connecting rather than from the damage itself. Evasion makes these far more reliable. Ragavan, Nimble PilfererOpen the Saboteur page