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Kirri, Talented Sprout

Kirri, Talented Sprout

Legendary Creature — Plant Druid

Kirri wants a deck that gets a reward every time it plays a land. It also suits a deck that is built around one creature type, like Elves or Dragons.

  • Mana cost1 genericredgreenwhite
  • White, Red, Green ()
  • Power / toughness0 / 3
  • RarityMythic

Other Plants and Treefolk you control get +2/+0.

At the beginning of each of your postcombat main phases, return target Plant, Treefolk, or land card from your graveyard to your hand.

Build a deck with Kirri Find it in the app

Cards That Fit Kirri, Talented Sprout

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

plan6

The 6 Cards

Rulings for Kirri, Talented Sprout

explain how Kirri 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 12 Apr 2024

A creature that’s both a Plant and a Treefolk gets only +2/+0 from Kirri’s first ability.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Kirri, 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 glossaryWRGPlayers write colors as letters: W for white, R for red, G for green.LandfallLandfall decks reward you each time a land enters the battlefield for you, then find ways to play extra lands. You can normally play only one land a turn, so cards that let you play more, or pull lands out of your deck, make everything happen more often.Open the Landfall pageLand RecursionReturns land cards from your graveyard to your hand or to the battlefield, or lets you play lands from your graveyard. Lands-matter decks use it to hit a land drop every turn and to trigger Landfall again and again. Crucible of Worlds, Ramunap Excavator, Life from the LoamOpen the Land Recursion 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 pageTypal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff 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 pagePlants / TreefolkPlants and Treefolk are almost all green, and are often slow, sturdy creatures that are hard to get past.Open the Plants / Treefolk page