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Command zone

God-Eternal Kefnet

God-Eternal Kefnet

Legendary Creature — Zombie God

God-Eternal Kefnet wants a deck that sacrifices its own creatures to drain opponents' life. It also works in a deck built around Gods / Devotion or Zombies.

  • Mana cost2 genericblueblue
  • Blue ()
  • Power / toughness4 / 5
  • RarityMythic

Flying

You may reveal the first card you draw each turn as you draw it. Whenever you reveal an instant or sorcery card this way, copy that card and you may cast the copy. That copy costs 2 generic less to cast.

When God-Eternal Kefnet dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.

Build a deck with God-Eternal Kefnet Find it in the app

Archetypes

Cards That Fit God-Eternal Kefnet

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

explain how God-Eternal Kefnet 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 3 May 2019

If an effect exiles the God and immediately returns it to the battlefield, its last ability triggers but will have no effect. However, if an effect exiles it and would return it to the battlefield at a later time, the God's ability may return that card to its owner's library first. If it does, the effect that exiled it won't return it later.

Wizards of the Coast 3 May 2019

If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.

Wizards of the Coast 3 May 2019

If one of these Gods dies and it's your commander, you may put it into the command zone before its ability puts it into your library. If you save your commander this way, it won't put it into your library. The same is true if it would be exiled.

Wizards of the Coast 3 May 2019

If one of these Gods leaves the graveyard or exile while its last ability is on the stack, it will remain in its new zone, even if that zone is a graveyard or exile.

Wizards of the Coast 3 May 2019

If the card leaves your hand before Kefnet's triggered ability resolves, you'll copy it using its last known information.

Wizards of the Coast 3 May 2019

If the God's owner has two or fewer cards in their library, the God is put on the bottom of their library as its last ability resolves.

Wizards of the Coast 3 May 2019

If you control another player's God when it dies, you decide whether to put that card into its owner's library.

Wizards of the Coast 3 May 2019

If you reveal a card this way, it remains revealed until Kefnet's triggered ability finishes resolving.

Wizards of the Coast 3 May 2019

If you somehow control more than one God-Eternal Kefnet (perhaps because one is a Spark Double), you may reveal a card you draw for any number of their abilities. One at a time, each will copy the card if it's an instant or sorcery, and you may cast each of them. Each copy resolves before you cast the next, and each copy's cost is reduced by only {2}.

Wizards of the Coast 3 May 2019

In a multiplayer game, if you put another player's God onto the battlefield under your control, it will be exiled as you leave the game. If you were still the controller of that God, you would control its triggered ability but you have left the game; that ability won't resolve and the card remains in exile. Similarly, if you lose the game at the same time that another player's God that you put onto the battlefield is destroyed, it remains in its owner's graveyard.

Wizards of the Coast 3 May 2019

It's important to reveal the first card you draw each turn (or choose not to reveal it) before it is mixed with the other cards in your hand. You look at the card as you draw it before choosing whether to reveal it.

Wizards of the Coast 3 May 2019

Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and copied with Kefnet's ability.

Wizards of the Coast 3 May 2019

The copy is created in and cast from your hand.

Wizards of the Coast 3 May 2019

To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Kefnet's ability). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.

Wizards of the Coast 3 May 2019

You can cast the copy during the resolution of the triggered ability if it's a sorcery, no matter whose turn it is or which phase it is.

Wizards of the Coast 3 May 2019

You can cast the copy only as Kefnet's triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), the copy ceases to exist. You can't cast it later.

Wizards of the Coast 3 May 2019

You can reveal and copy an instant or sorcery card this way on any turn, not just your own, if it's the first card you've drawn that turn.

Wizards of the Coast 3 May 2019

You don't have to reveal a drawn card if you don't wish to copy it at that time.

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

Similar Commanders

Commanders that share the most with God-Eternal Kefnet, 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.AristocratsAristocrats decks sacrifice their own creatures on purpose and profit every time one dies, often by draining life from each opponent. A sacrifice outlet, a card that lets you sacrifice whenever you like, decides when that happens.Open the Aristocrats pageDeath TriggerTriggers when a creature dies, whether it is this creature, one of yours or an opponent's. These are the cards that pay you in an Aristocrats deck: something else makes creatures die, and these decide what you get each time. Blood Artist, Solemn SimulacrumOpen the Death Trigger 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 pageGods / DevotionGods, and cards that count your devotion: the number of mana symbols of one color among the costs of your permanents. The Theros Gods cannot be destroyed, and only become creatures when your devotion to their color is high enough.Open the Gods / Devotion page