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Garna, the Bloodflame

Garna, the Bloodflame

Legendary Creature — Human Warrior

Garna wants a deck that plays cheap creatures and attacks from the first turns. It also works in a deck built around Humans or Warriors.

  • Mana cost3 genericblackred
  • Black, Red ()
  • Power / toughness3 / 3
  • RarityUncommon

Flash

When Garna enters, return to your hand all creature cards in your graveyard that were put there from anywhere this turn.

Other creatures you control have haste.

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Archetypes
Themes

Cards That Fit Garna, the Bloodflame

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

The 6 Cards

Rulings for Garna, the Bloodflame

explain how Garna 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 7 Dec 2018

Which creature cards to return to your hand is determined as Garna's triggered ability resolves. If Garna somehow finds its way into your graveyard before that, perhaps due to the "legend rule," it will be returned to your hand.

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

Similar Commanders

Commanders that share the most with Garna, 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 glossaryBRPlayers write colors as letters: B for black, R for red.AggroAggro decks play cheap creatures early and attack every turn, trying to knock opponents out before their bigger plans come together.Open the Aggro pageHaste EnablerLets your creatures attack or use tap abilities the turn they arrive, instead of waiting out summoning sickness. Rhythm of the Wild, AngerOpen the Haste Enabler 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 pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff page