- Commander Nexus
- Commanders
- Kamahl, Fist of Krosa
Command zone
Kamahl, Fist of Krosa
Legendary Creature — Human Druid
Kamahl, Fist of Krosa wants a deck that plays cheap creatures and attacks from the first turns. It also suits a deck that makes an army of small creatures and attacks with all of them.
- Mana cost
- Green ()
- Power / toughness4 / 3
- RarityRare
: Target land becomes a 1/1 creature until end of turn. It's still a land.
: Creatures you control get +3/+3 and gain trample until end of turn.
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- Themes
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- Druids
- Humans
Cards That Fit Kamahl, Fist of Krosa
Picked for what they do in Kamahl's deck. When two cards do the same job, the one with the lower comes first. All of them fit Kamahl'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.
Open the full glossary
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Rulings for Kamahl, Fist of Krosa
explain how Kamahl 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
A noncreature permanent that becomes a creature can attack and its {T} abilities can be activated only if its controller has continuously controlled that permanent since the beginning of their most recent turn. It doesn’t matter how long the permanent has been a creature. Notably, if you turn a land into a creature on the turn it entered the battlefield, you won’t be able to tap it for mana.
Kamahl’s last ability affects only creatures you control as it resolves. Creatures that come under your control after that point (including lands that become creatures) won’t get the bonuses.
Lands that become creatures retain any other supertypes, card types, subtypes, and abilities they have.
3 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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