- Commander Nexus
- Commanders
- Estrid, the Masked
Command zone
Estrid, the Masked
Legendary Planeswalker — Estrid
Estrid wants a deck that fills its discard pile and plays cards back out of it. It leads the ready-made Adaptive Enchantment deck (2018).
- Mana cost
- White, Blue, Green ()
- Loyalty3
- RarityMythic
+2: Untap each enchanted permanent you control.
−1: Create a white Aura enchantment token named Mask attached to another target permanent. The token has enchant permanent and umbra armor.
−7: Mill seven cards. Return all non-Aura enchantment cards from your graveyard to the battlefield, then do the same for Aura cards.
Estrid, the Masked can be your commander.
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- Archetypes
Cards That Fit Estrid, the Masked
Picked for what they do in Estrid's deck. When two cards do the same job, the one with the lower comes first. All of them fit Estrid'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.
Open the full glossary
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Decks Led by Estrid, the Masked
Estrid leads a ready-made deck.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary
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Adaptive EnchantmentOfficial precon
All 100 Cards
Commander · 1
Creatures · 25
- 1×Ajani's Chosen
- 1×Archetype of Imagination
- 1×Arixmethes, Slumbering Isle
- 1×Aura Gnarlid
- 1×Boon Satyr
- 1×Bruna, Light of Alabaster
- 1×Celestial Archon
- 1×Cold-Eyed Selkie
- 1×Daxos of Meletis
- 1×Eidolon of Blossoms
- 1×Elderwood Scion
- 1×Heavenly Blademaster
- 1×Herald of the Pantheon
- 1×Hydra Omnivore
- 1×Kestia, the Cultivator
- 1×Loyal Drake
- 1×Loyal Guardian
- 1×Loyal Unicorn
- 1×Nylea's Colossus
- 1×Ravenous Slime
- 1×Reclamation Sage
- 1×Silent Sentinel
- 1×Tuvasa the Sunlit
- 1×Whitewater Naiads
- 1×Yavimaya Enchantress
Instants · 2
Sorceries · 7
Artifacts · 1
- 1×Sol Ring
Enchantments · 25
- 1×Bear Umbra
- 1×Dawn's Reflection
- 1×Dictate of Kruphix
- 1×Eel Umbra
- 1×Enchantress's Presence
- 1×Epic Proportions
- 1×Estrid's Invocation
- 1×Ever-Watching Threshold
- 1×Fertile Ground
- 1×Finest Hour
- 1×Ground Seal
- 1×Myth Unbound
- 1×Octopus Umbra
- 1×Overgrowth
- 1×Righteous Authority
- 1×Sage's Reverie
- 1×Sigil of the Empty Throne
- 1×Snake Umbra
- 1×Soul Snare
- 1×Spawning Grounds
- 1×Unflinching Courage
- 1×Unquestioned Authority
- 1×Vow of Flight
- 1×Vow of Wildness
- 1×Wild Growth
Lands · 39
- 1×Azorius Chancery
- 1×Blossoming Sands
- 1×Command Tower
- 1×Evolving Wilds
- 8×Forest
- 1×Forge of Heroes
- 6×Island
- 1×Krosan Verge
- 1×Meandering River
- 1×Mosswort Bridge
- 9×Plains
- 1×Seaside Citadel
- 1×Selesnya Sanctuary
- 1×Simic Growth Chamber
- 1×Terramorphic Expanse
- 1×Thornwood Falls
- 1×Tranquil Cove
- 1×Tranquil Expanse
- 1×Woodland Stream
Rulings for Estrid, the Masked
explain how Estrid 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
All of the non-Aura enchantments put onto the battlefield with Estrid's third ability enter at the same time. If any have triggered abilities that trigger on something else entering the battlefield, they'll see each other.
An enchanted permanent is one with an Aura attached to it. Enchantment permanents you control that don't have Auras attached to them aren't enchanted.
Aura cards returned with Estrid's third ability may enchant non-Aura enchantments put onto the battlefield with that ability.
Estrid's second ability can't target Estrid, but the Mask token may legally enchant Estrid if you find a way to move it onto her.
Estrid's second ability might target a permanent that can't have the Aura token attached to it. In this case, the token isn't created at all.
If an Aura card can't enchant anything, it remains in your graveyard.
If an Aura with umbra armor is itself enchanted by another Aura with umbra armor, destroying either the first Aura or the permanent it enchants will result in only the second Aura being destroyed instead.
You choose what each returning Aura will enchant just before that Aura enters the battlefield. The chosen recipient must be able to legally be enchanted by the Aura. This doesn't target the player or permanent it will enchant, so an opponent's permanent with hexproof may be chosen this way.
If a creature enchanted with an Aura that has umbra armor has indestructible, lethal damage and effects that try to destroy it simply have no effect. Umbra armor won't do anything because it won't have to.
If a creature enchanted with an Aura that has umbra armor would be destroyed by multiple state-based actions at the same time (most likely because a creature with deathtouch has dealt damage to that creature greater than or equal to its toughness), umbra armor's effect will replace all of them and save the creature.
If a creature you control is enchanted with multiple Auras that have umbra armor, and the enchanted creature would be destroyed, one of those Auras is destroyed instead—but only one of them. You choose which one because you control the enchanted creature.
If a spell or ability says that it would "destroy" a creature enchanted with an Aura that has umbra armor, that spell or ability is what causes the Aura to be destroyed instead. Umbra armor doesn't destroy the Aura; rather, it changes the effects of the spell or ability. On the other hand, if a spell or ability deals lethal damage to a creature enchanted with an Aura that has umbra armor, the game rules regarding lethal damage cause the Aura to be destroyed, not that spell or ability.
If a spell or ability would destroy both an Aura with umbra armor and the creature it's enchanting at the same time, umbra armor's effect will save the enchanted creature from being destroyed. Instead, the spell or ability will destroy the Aura in two different ways at the same time, but the result is the same as destroying it once.
Some printings of this card refer to the ability "totem armor". This ability's name has been replaced with "umbra armor". This change does not affect the gameplay function of this card.
Umbra armor has no effect if the enchanted creature is put into a graveyard for any other reason, such as if it's sacrificed, if the "legend rule" applies to it, or if its toughness is 0 or less.
Umbra armor's effect is applied no matter why the enchanted creature would be destroyed: because it's been dealt lethal damage, or because it's being affected by an effect that says to "destroy" it (such as Breathe Your Last). In either case, all damage is removed from the creature and the Aura is destroyed instead.
Umbra armor's effect is mandatory. If the enchanted creature would be destroyed, you must remove all damage from it (if it has any) and destroy the Aura that has umbra armor instead.
Umbra armor's effect is not regeneration. Specifically, if umbra armor's effect is applied, the enchanted creature does not become tapped and is not removed from combat as a result. Effects that say the enchanted creature can't be regenerated won't prevent umbra armor's effect from being applied.
18 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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