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Krond the Dawn-Clad

Krond the Dawn-Clad

Legendary Creature — Archon

Krond the Dawn-Clad wants a deck that answers everything its opponents play, then wins late. It also works in a deck built around Archons.

  • Mana costgreengreengreenwhitewhitewhite
  • White, Green ()
  • Power / toughness6 / 6
  • RarityMythic

Flying, vigilance

Whenever Krond attacks, if it's enchanted, exile target permanent.

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Archetypes
Themes

Cards That Fit Krond the Dawn-Clad

Picked for what they do in Krond the Dawn-Clad's deck. When two cards do the same job, the one with the lower comes first. All of them fit Krond the Dawn-Clad'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 Krond the Dawn-Clad does6

The 6 Cards

Rulings for Krond the Dawn-Clad

explain how Krond the Dawn-Clad 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 1 Jun 2012

If Krond isn't enchanted when it's declared as an attacking creature, the ability won't trigger. If Krond isn't enchanted when the ability resolves, the ability won't do anything.

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

Similar Commanders

Commanders that share the most with Krond the Dawn-Clad, 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 glossaryWGPlayers write colors as letters: W for white, G for green.ControlControl decks answer what everyone else plays, stopping spells and removing dangerous cards, then win slowly once they are in charge. Expect lots of removal, spells that cancel other spells, and extra card draw.Open the Control pageTarget RemovalRemoves a single chosen permanent by destroying it, exiling it or returning it to its owner's hand, however big it is. It is the precise answer to one problem, as opposed to a board wipe that hits everything. Damage and -X/-X can miss a big creature, so they are Damage Removal and -X/-X Removal instead. Swords to Plowshares, Beast WithinOpen the Target Removal 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 page