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Lord of Tresserhorn

Lord of Tresserhorn

Legendary Creature — Zombie

Lord of Tresserhorn wants a deck that helps every player at the table, itself included. It also works in a deck built around Zombies.

  • Mana cost1 genericblueblackred
  • Blue, Black, Red ()
  • Power / toughness10 / 4
  • RarityRare

When Lord of Tresserhorn enters, you lose 2 life, you sacrifice two creatures, and target opponent draws two cards.

black: Regenerate Lord of Tresserhorn.

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Archetypes
Themes

Cards That Fit Lord of Tresserhorn

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

The 6 Cards

Rulings for Lord of Tresserhorn

explain how Lord of Tresserhorn 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 4 Oct 2004

Since this is a loss of life and not a payment, your life total can be reduced below zero by this.

Wizards of the Coast 4 Oct 2004

When Lord of Tresserhorn enters, if you have zero or one other creature on the battlefield, Lord of Tresserhorn itself will be sacrificed as part of its ability's effect. Regeneration won't save it. The rest of the effect still happens.

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

Similar Commanders

Commanders that share the most with Lord of Tresserhorn, 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 glossaryUBRPlayers write colors as letters: U for blue, B for black, R for red. Blue is U because B was already taken by black.Group HugGroup Hug decks give every player extra cards, mana or life, making friends at the table while they quietly work toward their own win. The trick is to be the player best placed to use all that extra.Open the Group Hug pageGroup HugGives everyone at the table something: extra cards, extra mana, extra lands. It really is generous, and that is the trick: the player who built the deck around it knows what to do with the surplus, and the other three usually do not. Howling Mine, Heartbeat of Spring, Rites of FlourishingOpen the Group Hug 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 pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value 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 page