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Koll, the Forgemaster

Koll, the Forgemaster

Legendary Creature — Dwarf Warrior

Koll wants a deck that removes its creatures and brings them right back to reuse them. It also suits a deck that sends cards back to their owners' hands.

  • Mana costredwhite
  • White, Red ()
  • Power / toughness2 / 2
  • RarityUncommon

Whenever another nontoken creature you control dies, if it was enchanted or equipped, return it to its owner's hand.

Creature tokens you control that are enchanted or equipped get +1/+1.

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Cards That Fit Koll, the Forgemaster

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

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The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Koll, the Forgemaster

explain how Koll 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 5 Feb 2021

A creature token you control is enchanted or equipped if there’s an Aura or an Equipment attached to it. You don’t have to control that Aura or Equipment.

Wizards of the Coast 5 Feb 2021

A creature token you control that’s enchanted or equipped gets only +1/+1 from Koll’s last ability, no matter how many Auras and Equipment are attached to that creature.

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

Similar Commanders

Commanders that share the most with Koll, 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 glossaryWRPlayers write colors as letters: W for white, R for red.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 pageSelf-Bounce / RescueReturns a permanent to its owner's hand, often one of your own. That saves it from removal or lets its 'when this enters' ability happen again. Whitemane LionOpen the Self-Bounce / Rescue pageBounceBounce decks send cards on the battlefield back to their owner's hand, to slow opponents down or to reuse their own cards. Bouncing an opponent's card makes them pay for it again; bouncing your own lets its 'when this enters' ability happen twice.Open the Bounce pageAristocratsAristocrats decks sacrifice their own creatures on purpose and profit every time one dies, often by draining life from each opponent. A sacrifice outlet, a card that lets you sacrifice whenever you like, decides when that happens.Open the Aristocrats pageDeath TriggerTriggers when a creature dies, whether it is this creature, one of yours or an opponent's. These are the cards that pay you in an Aristocrats deck: something else makes creatures die, and these decide what you get each time. Blood Artist, Solemn SimulacrumOpen the Death Trigger 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 page