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Hikari, Twilight Guardian

Hikari, Twilight Guardian

Legendary Creature — Spirit

Hikari wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Spirits.

  • Mana cost3 genericwhitewhite
  • White ()
  • Power / toughness4 / 4
  • RarityRare

Flying

Whenever you cast a Spirit or Arcane spell, you may exile Hikari. If you do, return it to the battlefield under its owner's control at the beginning of the next end step.

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Cards That Fit Hikari, Twilight Guardian

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

explain how Hikari 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 1 Dec 2004

If you exile Hikari, it leaves the battlefield before the spell that triggered it resolves its ability, so it will be unaffected by that spell.

Wizards of the Coast 1 Dec 2004

You may choose not to exile Hikari.

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

Similar Commanders

Commanders that share the most with Hikari, 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 glossaryWPlayers write colors as letters: W for white.+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 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 pageSpiritsSpirits are found in every color, most often white, blue and black; many fly, and many care about the graveyard.Open the Spirits page