Skip to content
  1. Commander Nexus
  2. Commanders
  3. Keruga, the Macrosage

Command zone

Keruga, the Macrosage

Keruga, the Macrosage

Legendary Creature — Dinosaur Hippo

Keruga wants a deck that removes its creatures and brings them right back to reuse them. It also works in a deck built around Dinosaurs or Hippos.

  • Mana cost3 genericgreen or bluegreen or blue
  • Blue, Green ()
  • Power / toughness5 / 4
  • RarityRare

Companion — Your starting deck contains only cards with mana value 3 or greater and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for 3 generic as a sorcery.)

When Keruga enters, draw a card for each other permanent you control with mana value 3 or greater.

Build a deck with Keruga Find it in the app

Archetypes
Themes

Cards That Fit Keruga, the Macrosage

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

Does what Keruga, the Macrosage does6

The 6 Cards

Rulings for Keruga, the Macrosage

explain how Keruga works in tricky situations. They come from Wizards of the Coast, the company that makes Magic, and from Scryfall, the card database Magic players use.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 17 Apr 2020

Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can't reveal more than one. It remains revealed outside the game as the game begins.

Wizards of the Coast 17 Apr 2020

If a card in a player's deck or a permanent on the battlefield has {X} in its mana cost, X is considered to be 0.

Wizards of the Coast 17 Apr 2020

If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can't change their mind.

Wizards of the Coast 17 Apr 2020

If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discard, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.

Wizards of the Coast 17 Apr 2020

Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.

Wizards of the Coast 17 Apr 2020

The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don't all have activated abilities.

Wizards of the Coast 17 Apr 2020

The companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.

Wizards of the Coast 17 Apr 2020

The mana value of a token that isn't a copy of another object is 0. A token that is a copy of another object has the same mana cost as that object.

Wizards of the Coast 17 Apr 2020

The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.

Wizards of the Coast 17 Apr 2020

You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.

Wizards of the Coast 17 Apr 2020

Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it's simply a card you own that's not in your starting deck.

Wizards of the Coast 1 Jun 2020

If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discarded, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.

Scryfall note 1 Jun 2020

Once you put your companion into your hand, it behaves like any other card you’ve brought into the game. For example, if it’s countered or destroyed, it’s put into your graveyard, remaining in the game.

Wizards of the Coast 1 Jun 2020

Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.

Scryfall note 1 Jun 2020

Wizards of the Coast has issued functional errata for the Companion mechanic. Instead of casting companions from outside the game: Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay {3} to put your companion from your sideboard into your hand. This is a special action, not an activated ability. It happens immediately and can’t be responded to. It can’t be countered or stopped by cards like Phyrexian Revoker. For more information please see https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement

15 rulings, 13 written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Keruga, 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 glossaryUGPlayers write colors as letters: U for blue, G for green. Blue is U because B was already taken by black.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value 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 page