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Elektra, Daughter of the Hand

Elektra, Daughter of the Hand

Legendary Creature — Human Ninja Villain

Elektra wants a deck that plays sturdy creatures that also deal with opponents' cards. It also works in a deck built around Humans, Ninjas or Villains.

  • Mana cost2 genericblackblack
  • Black ()
  • Power / toughness3 / 3
  • RarityRare

Sneak 1 genericblackblack (You may cast this spell for 1 genericblackblack if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.)

When Elektra enters, destroy target creature an opponent controls with power 3 or less.

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Archetypes
Themes

Cards That Fit Elektra, Daughter of the Hand

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

The 6 Cards

Similar Commanders

Commanders that share the most with Elektra, 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.MidrangeMidrange decks play solid creatures that also deal with opponents' cards, attacking when it is safe and defending when it is not. They sit in the middle: slower than an all-out attacking deck, sturdier than a deck built to answer everything.Open the Midrange pageValue CreatureA creature that does two jobs: it deals with an opponent's card when it arrives, then stays as a real attacker. Its enter the battlefield ability destroys, damages, counters or bounces something, and it has 3 or more power or an ability like flying that makes it hard to block. Answering your opponent and pressuring them with the same card is what a Midrange deck is built on. Shriekmaw, Meteor GolemOpen the Value Creature pageTarget RemovalRemoves a single chosen permanent by destroying it, exiling it or returning it to its owner's hand, however big it is. It is the precise answer to one problem, as opposed to a board wipe that hits everything. Damage and -X/-X can miss a big creature, so they are Damage Removal and -X/-X Removal instead. Swords to Plowshares, Beast WithinOpen the Target Removal page