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Infernal Kirin

Infernal Kirin

Legendary Creature — Kirin Spirit

Infernal Kirin wants a deck that throws away its own cards on purpose for a reward. It also works in a deck built around Kirins or Spirits.

  • Mana cost2 genericblackblack
  • Black ()
  • Power / toughness3 / 3
  • RarityRare

Flying

Whenever you cast a Spirit or Arcane spell, target player reveals their hand and discards all cards with that spell's mana value.

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Archetypes
Themes

Cards That Fit Infernal Kirin

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

explain how Infernal Kirin 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 Jun 2005

If the Spirit or Arcane spell has {X} in the mana cost, then you use the value of {X} on the stack. For example, Shining Shoal costs {X}{W}{W}. If you choose X = 2, then Shining Shoal's mana value is 4. Shining Shoal also has an ability that says "You may exile a white card with mana value X from your hand rather than pay Shining Shoal's mana cost"; if you choose to pay the alternative cost and exile a card with mana value 2, then X is 2 while Shining Shoal is on the stack and its mana value is 4.

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

Similar Commanders

Commanders that share the most with Infernal Kirin, 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 glossaryBPlayers write colors as letters: B for black.Madness/DiscardDiscard decks throw away their own cards on purpose and play cards that reward each discard. Cards with madness can even be cast for a different, usually cheaper, cost at the moment you discard them.Open the Madness/Discard pageOpponent DiscardMakes opponents discard cards from their hands. In a format where everyone starts with seven and refills slowly, stripping a hand can be harder to recover from than losing a creature. Windfall, Sword of Feast and FamineOpen the Opponent Discard 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