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Iymrith, Desert Doom

Iymrith, Desert Doom

Legendary Creature — Dragon

Iymrith wants a deck that piles armor and magic onto one creature and attacks with it. It also works in a deck built around Dragons.

  • Mana cost3 genericblueblue
  • Blue ()
  • Power / toughness5 / 5
  • RarityMythic

Flying

Iymrith has ward 4 generic as long as it's untapped.

Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.

Build a deck with Iymrith Find it in the app

Archetypes
Themes

Cards That Fit Iymrith, Desert Doom

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

Does what Iymrith, Desert Doom does6

The 6 Cards

Rulings for Iymrith, Desert Doom

explain how Iymrith 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 23 Jul 2021

If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.

Wizards of the Coast 23 Jul 2021

If a spell or ability an opponent controls targets Iymrith, Desert Doom while it is tapped, finding a way to untap it in response will not cause its ward ability to trigger.

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

Similar Commanders

Commanders that share the most with Iymrith, 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.VoltronVoltron decks load one creature, usually the commander, with Equipment and Auras until it can win by attacking on its own. In Commander, a player dealt 21 or more combat damage by the same commander over the game loses, so one huge commander can knock a player out.Open the Voltron pageProtectionA creature with protection from something, like a color, is safe from anything with that quality. It cannot be damaged, enchanted or equipped, blocked, or targeted by it, and players remember the four with the word DEBT. It does not stop effects that neither target nor damage, like a board wipe that destroys every creature. ProgenitusOpen the Protection pageSaboteurTriggers when a creature deals combat damage to a player, so the reward comes from connecting rather than from the damage itself. Evasion makes these far more reliable. Ragavan, Nimble PilfererOpen the Saboteur 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 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 page