Skip to content
  1. Commander Nexus
  2. Commanders
  3. Inti, Seneschal of the Sun

Command zone

Inti, Seneschal of the Sun

Inti, Seneschal of the Sun

Legendary Creature — Human Knight

Inti wants a deck that throws away its own cards on purpose for a reward. It also suits a deck that keeps making its creatures bigger turn after turn.

  • Mana cost1 genericred
  • Red ()
  • Power / toughness2 / 2
  • RarityRare

Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.

Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.

Build a deck with Inti Find it in the app

Cards That Fit Inti, Seneschal of the Sun

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

plan6

The 6 Cards

Rulings for Inti, Seneschal of the Sun

explain how Inti 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 10 Nov 2023

You don't choose a target for Inti, Seneschal of the Sun's first ability at the time it triggers. Rather, a second "reflexive" ability triggers when you discard a card this way. You choose targets for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.

Wizards of the Coast 10 Nov 2023

You pay all costs and follow all normal timing rules for cards played due to the last ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.

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

Similar Commanders

Commanders that share the most with Inti, 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 glossaryRPlayers write colors as letters: R for red.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 pageDiscard PayoffRewards you for discarding instead of treating it as a loss. Discarding means putting a card from your hand into your graveyard; usually that is a cost you pay, and these cards make it the point of the deck. Anje Falkenrath, Waste Not, NecrogoyfOpen the Discard Payoff pageSelf-DiscardDiscards your own cards as a cost or an effect. Filling your own graveyard on purpose is the point: it feeds cards that bring things back, madness and channel abilities, and some cards are worth more there than in hand. Faithless Looting, Boseiju, Who EnduresOpen the Self-Discard 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 pageAttack TriggerTriggers when a creature attacks, so the reward comes from declaring the attack. You get it even if the creature is blocked. Sword of the Animist, Adeline, Resplendent CatharOpen the Attack Trigger page+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 pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters 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