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Command zone

Esior, Wardwing Familiar

Esior, Wardwing Familiar

Legendary Creature — Bird

Esior wants a deck that hurts every player at once and outlasts the pain. It has partner, so it can share the lead with a second partner commander.

  • Mana cost1 genericblue
  • Blue ()
  • Power / toughness1 / 3
  • RarityUncommon

Flying

Spells your opponents cast that target one or more commanders you control cost 3 generic more to cast.

Partner (You can have two commanders if both have partner.)

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Archetypes
Themes

Cards That Fit Esior, Wardwing Familiar

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

The 6 Cards

Rulings for Esior, Wardwing Familiar

explain how Esior 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 10 Nov 2020

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 10 Nov 2020

Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

Wizards of the Coast 10 Nov 2020

If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

Wizards of the Coast 10 Nov 2020

If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

Wizards of the Coast 10 Nov 2020

Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

Wizards of the Coast 10 Nov 2020

Spells that target more than one commander you control cost only {3} more to cast.

Wizards of the Coast 10 Nov 2020

To determine the total cost of an opponent's spell that targets a commander you control, start with the mana cost or alternative cost that player is paying, add any cost increases (such as that of Esior's middle ability), then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.

Wizards of the Coast 10 Nov 2020

To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

Wizards of the Coast 10 Nov 2020

You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

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

Similar Commanders

Commanders that share the most with Esior, 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 glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.Group SlugGroup Slug decks hurt every player at the table at once, then make sure they can survive the pain better than anyone else. Typical cards make each player take damage or lose life whenever they draw, cast a spell or tap a land for mana.Open the Group Slug 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 pageCost ModificationChanges what a spell costs to cast: cheaper for you, or more expensive for everyone. It is the broad family; Cost Reducer and Spell Tax say which direction a given card goes. Herald's Horn, Foundry InspectorOpen the Cost Modification page