- Commander Nexus
- Commanders
- Kydele, Chosen of Kruphix
Command zone
Kydele, Chosen of Kruphix
Legendary Creature — Human Wizard
Kydele wants a deck that makes huge amounts of mana for giant spells. It has partner, so it can share the lead with a second partner commander.
- Mana cost
- Blue, Green ()
- Power / toughness2 / 3
- RarityMythic
: Add
for each card you've drawn this turn.
Partner (You can have two commanders if both have partner.)
Cards That Fit Kydele, Chosen of Kruphix
Picked for what they do in Kydele's deck. When two cards do the same job, the one with the lower comes first. All of them fit Kydele'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.
Open the full glossary
plan6
Does what Kydele, Chosen of Kruphix does6
Rulings for Kydele, Chosen of Kruphix
explain how Kydele 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
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
Cards put into your hand without using the word "draw" don't count as cards drawn for Kydele's ability.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If you haven't drawn any cards this turn, you can activate Kydele's mana ability, but it won't produce any mana.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
Kydele's ability counts every card you've drawn this turn, whether or not they're still in your hand and whether or not Kydele was on the battlefield or under your control at the time they were drawn.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
10 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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