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Kefnet the Mindful

Kefnet the Mindful

Legendary Creature — God

Kefnet the Mindful wants a deck that piles armor and magic onto one creature and attacks with it. It also works in a deck built around Gods / Devotion.

  • Mana cost2 genericblue
  • Blue ()
  • Power / toughness5 / 5
  • RarityMythic

Flying, indestructible

Kefnet can't attack or block unless you have seven or more cards in hand.

3 genericblue: Draw a card, then you may return a land you control to its owner's hand.

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Archetypes

Cards That Fit Kefnet the Mindful

Picked for what they do in Kefnet the Mindful's deck. When two cards do the same job, the one with the lower comes first. All of them fit Kefnet the Mindful'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 Kefnet the Mindful

explain how Kefnet the Mindful 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 18 Apr 2017

Once Kefnet has attacked or blocked, it will remain in combat even if the number of cards in your hand becomes six or fewer.

Wizards of the Coast 18 Apr 2017

While resolving Kefnet's activated ability, you don't choose which land to return to its owner's hand (or whether you'll return one at all) until you see the card you draw.

2 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Kefnet the Mindful, 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 glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.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 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 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 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 pageGods / DevotionGods, and cards that count your devotion: the number of mana symbols of one color among the costs of your permanents. The Theros Gods cannot be destroyed, and only become creatures when your devotion to their color is high enough.Open the Gods / Devotion 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