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Finneas, Ace Archer

Finneas, Ace Archer

Legendary Creature — Rabbit Archer

Finneas wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Archers or Rabbits.

  • Mana costgreenwhite
  • White, Green ()
  • Power / toughness2 / 2
  • RarityRare

Reach, vigilance

Whenever Finneas attacks, put a +1/+1 counter on each other creature you control that's a token or a Rabbit. Then if creatures you control have total power 10 or greater, draw a card.

Build a deck with Finneas Find it in the app

Archetypes
Themes

Cards That Fit Finneas, Ace Archer

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

Rabbits plan6

The 6 Cards

Rulings for Finneas, Ace Archer

explain how Finneas 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 26 Jul 2024

Players can't take actions in between the time you put counters on creatures with Finneas's last ability and the point at which that ability checks the total power of creatures you control. Notably, they can't try to reduce the total power of creatures you control by removing them from the battlefield or reducing their power directly.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Finneas, 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 glossaryWGPlayers write colors as letters: W for white, G for green.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw page