- Commander Nexus
- Commanders
- Karvanista, Loyal Lupari // Lupari Shield
Command zone
Karvanista, Loyal Lupari // Lupari Shield
Legendary Creature — Alien Dog Soldier // Sorcery — Adventure
Karvanista wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Aliens, Dogs or Soldiers.
- Mana cost
- Green ()
- Power / toughness5 / 5
- RarityRare
Vigilance, trample, haste
Whenever Karvanista attacks, put a +1/+1 counter on each Human you control.
//
Humans you control gain indestructible until your next turn. (Then exile this card. You may cast the creature later from exile.)
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- Archetypes
Cards That Fit Karvanista, Loyal Lupari
Picked for what they do in Karvanista's deck. When two cards do the same job, the one with the lower comes first. All of them fit Karvanista'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
plan6
Does what Karvanista, Loyal Lupari does6
Rulings for Karvanista, Loyal Lupari
explain how Karvanista 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
An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.
Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.
If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.
If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.
If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy from exile.
If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.
If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell.
This adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Karvanista, Loyal Lupari is a creature card whose mana value is 5.
When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
You must still follow any relevant timing rules for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.
11 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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