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Kamahl, Fist of Krosa

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 cost4 genericgreengreen
  • Green ()
  • Power / toughness4 / 3
  • RarityRare

green: Target land becomes a 1/1 creature until end of turn. It's still a land.

2 genericgreengreengreen: Creatures you control get +3/+3 and gain trample until end of turn.

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Archetypes
Themes

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.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

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

Wizards of the Coast 8 Dec 2022

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.

Wizards of the Coast 8 Dec 2022

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.

Wizards of the Coast 8 Dec 2022

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 ↗

Similar Commanders

Commanders that share the most with Kamahl, 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 glossaryGPlayers write colors as letters: G for green.AggroAggro decks play cheap creatures early and attack every turn, trying to knock opponents out before their bigger plans come together.Open the Aggro pageOverrunMakes your whole team bigger at once, usually with trample or another way past blockers. It turns a big group of creatures into a winning attack. Craterhoof Behemoth, Akroma's WillOpen the Overrun pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick pageTokensToken decks fill the battlefield with small creatures made by their cards, then attack with all of them or make them all bigger at once. A token is a creature (or other object) that a card creates, not a card from your deck.Open the Tokens pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink page