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Jem Lightfoote, Sky Explorer

Jem Lightfoote, Sky Explorer

Legendary Creature — Human Scout

Jem Lightfoote wants a deck that plays lots of enchantments and draws a card for each one. It also works in a deck built around Humans or Scouts.

  • Mana cost2 genericwhiteblue
  • White, Blue ()
  • Power / toughness3 / 3
  • RarityUncommon

Flying, vigilance

At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card.

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Archetypes
Themes

Cards That Fit Jem Lightfoote, Sky Explorer

Picked for what they do in Jem Lightfoote's deck. When two cards do the same job, the one with the lower comes first. All of them fit Jem Lightfoote'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 Jem Lightfoote, Sky Explorer does6

The 6 Cards

Rulings for Jem Lightfoote, Sky Explorer

explain how Jem Lightfoote 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 12 Apr 2024

At the beginning of your end step, Jem Lightfoote’s ability will check to see if you’ve cast a spell from your hand this turn. If you have, the ability won’t trigger at all. If the ability does trigger, it will check again as it tries to resolve. If you’ve cast a spell from your hand since the ability triggered, the ability won’t do anything.

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

Similar Commanders

Commanders that share the most with Jem Lightfoote, 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 glossaryWUPlayers write colors as letters: W for white, U for blue. Blue is U because B was already taken by black.Aura/EnchantressEnchantress decks fill the battlefield with enchantments and use cards that draw you an extra card every time you cast one. An Aura is an enchantment that attaches to something, usually a creature, and changes it.Open the Aura/Enchantress 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 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 page