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Gyruda, Doom of Depths

Gyruda, Doom of Depths

Legendary Creature — Demon Kraken

Gyruda wants a deck that fills its discard pile and plays cards back out of it. It also suits a deck that wins by emptying its opponents' decks.

  • Mana cost4 genericblue or blackblue or black
  • Blue, Black ()
  • Power / toughness6 / 6
  • RarityRare

Companion — Your starting deck contains only cards with even mana values. (If this card is your chosen companion, you may put it into your hand from outside the game for 3 generic as a sorcery.)

When Gyruda enters, each player mills four cards. Put a creature card with an even mana value from among the milled cards onto the battlefield under your control.

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Cards That Fit Gyruda, Doom of Depths

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

explain how Gyruda works in tricky situations. They come from Wizards of the Coast, the company that makes Magic, and from Scryfall, the card database Magic players use.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 17 Apr 2020

A card with mana value 0 has an even mana value.

Wizards of the Coast 17 Apr 2020

Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can't reveal more than one. It remains revealed outside the game as the game begins.

Wizards of the Coast 17 Apr 2020

If a card in a player's graveyard has {X} in its mana cost, X is considered to be 0.

Wizards of the Coast 17 Apr 2020

If a replacement effect causes a player to exile the top four cards of their library instead of putting them into their graveyard as Gyruda's triggered ability resolves, the creature card you choose may be one of those cards in exile.

Wizards of the Coast 17 Apr 2020

If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can't change their mind.

Wizards of the Coast 17 Apr 2020

If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discard, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.

Wizards of the Coast 17 Apr 2020

Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.

Wizards of the Coast 17 Apr 2020

The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don't all have activated abilities.

Wizards of the Coast 17 Apr 2020

The companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.

Wizards of the Coast 17 Apr 2020

The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.

Wizards of the Coast 17 Apr 2020

You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.

Wizards of the Coast 17 Apr 2020

Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it's simply a card you own that's not in your starting deck.

Wizards of the Coast 1 Jun 2020

If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discarded, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.

Scryfall note 1 Jun 2020

Once you put your companion into your hand, it behaves like any other card you’ve brought into the game. For example, if it’s countered or destroyed, it’s put into your graveyard, remaining in the game.

Wizards of the Coast 1 Jun 2020

Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.

Scryfall note 1 Jun 2020

Wizards of the Coast has issued functional errata for the Companion mechanic. Instead of casting companions from outside the game: Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay {3} to put your companion from your sideboard into your hand. This is a special action, not an activated ability. It happens immediately and can’t be responded to. It can’t be countered or stopped by cards like Phyrexian Revoker. For more information please see https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement

16 rulings, 14 written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Gyruda, 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 glossaryUBPlayers write colors as letters: U for blue, B for black. Blue is U because B was already taken by black.Graveyard/Self-MillGraveyard decks fill their own graveyard on purpose, then play cards from it as if it were a second hand. Moving cards from the top of your own deck straight into the graveyard is called self-mill.Open the Graveyard/Self-Mill pageMillPuts cards from the top of a player's library, the deck they draw from, straight into their graveyard. Aimed at opponents it can win the game, because a player who has to draw from an empty library loses.Open the Mill pageSelf-MillPuts cards from your OWN library into your graveyard on purpose. Milling means moving cards off the top of a library into a graveyard. Aimed at an opponent that is an attack; aimed at yourself it is setup, filling the graveyard for the cards that want to use what is in it. Stitcher's Supplier, Hermit DruidOpen the Self-Mill 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 pageMillMill decks win by emptying opponents' libraries, the decks they draw from: a player who has to draw from an empty library loses the game. Milling means putting cards from the top of a library straight into the graveyard.Open the Mill page