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Elektra, Femme Fatale

Elektra, Femme Fatale

Legendary Creature — Human Assassin Hero

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

  • Mana cost3 genericred
  • Red ()
  • Power / toughness3 / 2
  • RarityUncommon

When Elektra enters, you may have her deal 2 damage to you. When you do, she deals 4 damage to target creature.

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Archetypes
Themes

Cards That Fit Elektra, Femme Fatale

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, Femme Fatale 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 glossaryRPlayers write colors as letters: R for red.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 pageDamage RemovalRemoves creatures by dealing damage to them rather than by destroying them outright. This includes fight cards, where your creature deals the damage. Damage only kills a creature if it at least equals its toughness, so it can miss the biggest ones, and it does not kill a creature that cannot be destroyed. Lightning Bolt, Rabid Bite, PyroclasmOpen the Damage Removal pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value page