Skip to content
  1. Commander Nexus
  2. Commanders
  3. Loot, the Pathfinder

Command zone

Loot, the Pathfinder

Loot, the Pathfinder

Legendary Creature — Beast Noble

Loot wants a deck that makes huge amounts of mana for giant spells. It also suits a deck that deals one damage at a time, again and again.

  • Mana cost2 genericgreenbluered
  • Blue, Red, Green ()
  • Power / toughness2 / 4
  • RarityMythic

Double strike, vigilance, haste

Exhaust — green, tap: Add three mana of any one color. (Activate each exhaust ability only once.)

Exhaust — blue, tap: Draw three cards.

Exhaust — red, tap: Loot deals 3 damage to any target.

Build a deck with Loot Find it in the app

Archetypes
Themes

Cards That Fit Loot, the Pathfinder

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

plan6

The 6 Cards

Rulings for Loot, the Pathfinder

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 7 Feb 2025

Exhaust abilities can be activated any time you could normally activate an ability.

Wizards of the Coast 7 Feb 2025

If an ability triggers whenever you activate an exhaust ability, that ability resolves before the exhaust ability resolves.

Wizards of the Coast 7 Feb 2025

If an exhaust ability of a permanent is activated, and then that permanent leaves the battlefield and returns to the battlefield, it becomes a new object so its exhaust ability can be activated again.

3 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.Big ManaBig Mana decks build up far more mana than usual, then spend it on huge spells. Some are X spells, which have X in their cost and get stronger the more mana you put in.Open the Big Mana pageBig ManaProduces several mana at once from a single source, rather than the one extra mana most acceleration gives you. That surplus is what lets a deck cast something enormous far ahead of schedule. Compare Ramp, which is a reusable source you build up over time, and Burst Mana, which pays out once and is then gone. Cabal Coffers, Nykthos, Shrine to Nyx, Savage VentmawOpen the Big Mana pageDamage RemovalRemoves creatures by dealing damage to them rather than by destroying them outright. This includes fight cards, where your creature deals the damage. Damage only kills a creature if it at least equals its toughness, so it can miss the biggest ones, and it does not kill a creature that cannot be destroyed. Lightning Bolt, Rabid Bite, PyroclasmOpen the Damage Removal pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageRampAn effect that accelerates your mana, giving you a reusable mana source beyond the usual one land per turn. Cultivate Rampant GrowthOpen the Ramp pagePingersPinger decks deal one damage at a time, again and again, to pick off small creatures and wear opponents down. The damage usually comes from creatures you tap to deal 1 damage, or from cards that deal damage whenever something happens.Open the Pingers pageRepeatable DamageDeals damage again and again rather than once. It comes from an activated ability you can use every turn, or a trigger that fires whenever something happens. Walking Ballista, Impact TremorsOpen the Repeatable Damage pageBurnDeals damage directly, to creatures or to players. Because it can hit a player as easily as a creature, the same card can remove a blocker or finish off an opponent. Lightning Bolt, Blasphemous ActOpen the Burn pageBurnBurn decks win by dealing damage straight to opponents with spells and abilities, rather than by attacking with creatures. Damage that hits every opponent at once counts three times over at a four-player table.Open the Burn page