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  3. Intet, the Dreamer

Command zone

Intet, the Dreamer

Intet, the Dreamer

Legendary Creature — Dragon

Intet wants a deck that casts extra spells for free off the top of its deck. It also works in a deck built around Dragons or Library Manipulation.

  • Mana cost3 genericgreenbluered
  • Blue, Red, Green ()
  • Power / toughness6 / 6
  • RarityRare

Flying

Whenever Intet deals combat damage to a player, you may pay 2 genericblue. If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield.

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Archetypes

Cards That Fit Intet, the Dreamer

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

explain how Intet 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 Feb 2007

After Intet leaves the battlefield, if a card exiled this way is still exiled, you may still look at it. You won't be able to play it, though.

Wizards of the Coast 1 Feb 2007

Once you play a card this way, it leaves the Exile zone and goes to the stack. You won't be able to play it again.

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

Similar Commanders

Commanders that share the most with Intet, 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 glossaryURGPlayers write colors as letters: U for blue, R for red, G for green. Blue is U because B was already taken by black.Cascade/Free CastCascade decks cast extra spells for free, straight from the top of their deck, every time they cast the right card. Cascade turns over cards from the top of your library until it hits a cheaper spell, which you may cast without paying for it.Open the Cascade/Free Cast pageImpulse DrawExiles cards from the top of your library and lets you play them for a short time, usually only that turn. You have to use them or lose them. Act on Impulse Prosper, Tome-BoundOpen the Impulse Draw pageFree CastCan be cast without paying its mana cost when a condition is met, often "if you control your commander". Because it costs nothing, you can still answer something after your mana is already spent. Fierce Guardianship, Deflecting SwatOpen the Free Cast 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