Katilda wants a deck that piles armor and magic onto one creature and attacks with it. It also works in a deck built around Spirits or Warlocks.
Mana cost
White ()
Power / toughness* / *
RarityRare
Flying, lifelink, protection from Vampires
Katilda's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
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Enchant creature
Enchanted creature has flying, lifelink, and protection from Vampires, and it gets +X/+X, where X is the number of permanents you control that are Spirits and/or enchantments.
If Katilda's Rising Dawn would be put into a graveyard from anywhere, exile it instead.
Picked for what they do in Katilda's deck. When two cards do the same job, the one with the lower comes first. All of them fit Katilda'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
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 glossaryWPlayers write colors as letters: W for white.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 pageStat ScalingA creature whose power and toughness count something, so it grows as the game goes on. It might count lands you control or cards in your graveyard. Craterhoof Behemoth, Psychosis CrawlerOpen the Stat Scaling pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff 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 pageCreature AuraAn Aura (an enchantment that stays on the battlefield attached to something else) that attaches to a creature. It changes that creature's power and toughness or gives it new abilities. It also goes to the graveyard if the creature leaves, which is the risk: one removal spell can cost you both cards at once. Rancor, Ethereal ArmorOpen the Creature Aura pageSpiritsSpirits are found in every color, most often white, blue and black; many fly, and many care about the graveyard.Open the Spirits pageAuraAn Aura is an enchantment that attaches to something, usually a creature, and changes it while it stays attached. If the thing it is attached to leaves the battlefield, the Aura goes to the graveyard.Open the Aura pageAlternative CostLets you cast a spell by paying some other cost instead of its mana cost, like life, a card from your hand, or nothing at all.Open the Alternative Cost pageRecursionBrings cards back from the graveyard: to your hand, to the battlefield, or letting them be cast again from where they lie. Eternal Witness, Reanimate, VictimizeOpen the Recursion pageLife GainGains you life, once or over and over. Soul Warden, The Great Henge. In Commander life is something to spend, not just a cushion, and many of these cards also set off others that reward gaining life.Open the Life Gain page
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