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Loot, the Key to Everything

Loot, the Key to Everything

Legendary Creature — Beast Noble

Loot wants a deck that makes everyone swap their hand for a fresh one. It also works in a deck built around Beasts, Library Manipulation or Nobles.

  • Mana costgreenbluered
  • Blue, Red, Green ()
  • Power / toughness1 / 2
  • RarityMythic

Ward 1 generic

At the beginning of your upkeep, exile the top X cards of your library, where X is the number of card types among other nonland permanents you control. You may play those cards this turn.

Build a deck with Loot Find it in the app

Archetypes

Cards That Fit Loot, the Key to Everything

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

Rulings for Loot, the Key to Everything

explain how Loot 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

Lands are disregarded when calculating the value of X. For example, if you control an artifact land but no other artifacts, artifact won't count toward the value of X.

Wizards of the Coast 12 Apr 2024

The card types that could appear among your nonland permanents are artifact, battle, creature, enchantment, kindred, and planeswalker.

Wizards of the Coast 12 Apr 2024

The value of X is determined as Loot's last ability resolves.

Wizards of the Coast 12 Apr 2024

You pay all costs and follow all normal timing rules for cards played from exile with Loot's last ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.

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

Similar Commanders

Commanders that share the most with Loot, 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 glossaryURGPlayers write colors as letters: U for blue, R for red, G for green. Blue is U because B was already taken by black.WheelsWheel decks make every player swap their whole hand for a fresh one, then profit from all that drawing. One way is making opponents lose life for each card they draw. The name comes from the card Wheel of Fortune.Open the Wheels 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 pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation pageImpulse DrawExiles cards from the top of your library and lets you play them for a short time, usually only that turn. You have to use them or lose them. Act on Impulse Prosper, Tome-BoundOpen the Impulse Draw page