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Ertha Jo, Frontier Mentor

Ertha Jo, Frontier Mentor

Legendary Creature — Kor Advisor

Ertha Jo wants a deck that casts lots of instant and sorcery spells. It also suits a deck that answers everything its opponents play, then wins late.

  • Mana cost2 genericredwhite
  • White, Red ()
  • Power / toughness2 / 4
  • RarityUncommon

When Ertha Jo enters, create a 1/1 red Mercenary creature token with "tap: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."

Whenever you activate an ability that targets a creature or player, copy that ability. You may choose new targets for the copy.

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Cards That Fit Ertha Jo, Frontier Mentor

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

plan6

The 6 Cards

Rulings for Ertha Jo, Frontier Mentor

explain how Ertha Jo 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 12 Apr 2024

Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder text.

Wizards of the Coast 12 Apr 2024

Any choices made when the ability resolves won't have been made yet when it's copied. Any such choices will be made separately when the copy resolves.

Wizards of the Coast 12 Apr 2024

If an ability is linked to a second ability, copies of that ability are also linked to that second ability. If the second ability refers to "the exiled card," it refers to all cards exiled by the ability and the copy. For example, if one of Helvault's activated abilities is copied and two cards are exiled, they both return when Helvault is put into a graveyard from the battlefield.

Wizards of the Coast 12 Apr 2024

If the ability divides damage or distributes counters among a number of targets, the division and number of targets can't be changed. If you choose new targets, you must choose the same number of targets.

Wizards of the Coast 12 Apr 2024

If the ability is modal (that is, if it says, "Choose one —" or similar), the mode is copied and can't be changed.

Wizards of the Coast 12 Apr 2024

If the activated ability's cost contains a choice, such as a creature to sacrifice or a number of counters to remove, the copy uses that same information. You can't pay the cost again, even if you want to.

Wizards of the Coast 12 Apr 2024

The copy made by Ertha Jo's triggered ability is created on the stack, so it's not "activated."

Wizards of the Coast 12 Apr 2024

The copy will have the same targets as the ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.

Wizards of the Coast 12 Apr 2024

The source of the copy is the same as the source of the original ability.

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

Similar Commanders

Commanders that share the most with Ertha Jo, 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.SpellslingerSpellslinger decks cast lots of instants and sorceries, one-time spells, and play creatures that reward every spell you cast. Instants and sorceries take effect once and then go to your graveyard, and an instant can even be cast during another player's turn.Open the Spellslinger pageAikido / RedirectionTurns an opponent's own spell, ability or damage back on them. It changes the spell's target, copies it, or sends the damage somewhere else. Aikido is the community's name for it, borrowed from the martial art. Deflecting Swat, Narset's ReversalOpen the Aikido / Redirection pageSpell CopyingCopies a spell or an ability. The copy is not cast, so it costs nothing extra and does not set off cards that care about casting a spell. Reverberate, Storm-Kiln ArtistOpen the Spell Copying pageControlControl decks answer what everyone else plays, stopping spells and removing dangerous cards, then win slowly once they are in charge. Expect lots of removal, spells that cancel other spells, and extra card draw.Open the Control pageStack InteractionActs while a spell is waiting to take effect: countering it, changing what it targets, or copying it. When someone casts a spell it waits on the stack, and every player gets priority, a chance to respond, before it happens. Counterspell, NegateOpen the Stack Interaction 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 pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick page