Skip to content
  1. Commander Nexus
  2. Commanders
  3. Hurkyl, Master Wizard

Command zone

Hurkyl, Master Wizard

Hurkyl, Master Wizard

Legendary Creature — Human Wizard Advisor

Hurkyl wants a deck that removes its creatures and brings them right back to reuse them. It also works in a deck built around Advisors, Humans or Library Manipulation.

  • Mana cost1 genericblueblue
  • Blue ()
  • Power / toughness2 / 4
  • RarityRare

At the beginning of your end step, if you've cast a noncreature spell this turn, reveal the top five cards of your library. For each card type among noncreature spells you've cast this turn, you may put a card of that type from among the revealed cards into your hand. Put the rest on the bottom of your library in a random order.

Build a deck with Hurkyl Find it in the app

Archetypes

Cards That Fit Hurkyl, Master Wizard

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

explain how Hurkyl 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 14 Oct 2022

Hurkyl need not have been on the battlefield at the time the noncreature spells were cast for the ability to trigger or for the spells to be counted.

Wizards of the Coast 14 Oct 2022

The card types that a noncreature spell can have are artifact, battle, enchantment, instant, kindred, planeswalker, and sorcery. Subtypes, like Human and Equipment, and supertypes, like snow and legendary, aren't card types.

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

Similar Commanders

Commanders that share the most with Hurkyl, 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.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker 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 pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation page