Skip to content
  1. Commander Nexus
  2. Commanders
  3. Ludevic, Necro-Alchemist

Command zone

Ludevic, Necro-Alchemist

Ludevic, Necro-Alchemist

Legendary Creature — Human Wizard

Ludevic wants a deck that helps every player at the table, itself included. It has partner, so it can share the lead with a second partner commander.

  • Mana cost1 genericbluered
  • Blue, Red ()
  • Power / toughness1 / 4
  • RarityMythic

At the beginning of each player's end step, that player may draw a card if a player other than you lost life this turn.

Partner (You can have two commanders if both have partner.)

Build a deck with Ludevic Find it in the app

Archetypes
Themes

Cards That Fit Ludevic, Necro-Alchemist

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

The 6 Cards

Rulings for Ludevic, Necro-Alchemist

explain how Ludevic 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 10 Nov 2020

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

Damage dealt to a player causes that player to lose that much life.

Wizards of the Coast 10 Nov 2020

If a player lost life and subsequently lost the game, the player whose turn it is may draw a card.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

Ludevic's ability checks only if another player lost life during the turn, not whether that player's life total decreased over the course of the turn. For example, if a player other than Ludevic's controller lost 2 life and then gained 8 life this turn, the player whose turn it is may draw a card.

Wizards of the Coast 10 Nov 2020

Ludevic's ability looks at the entire turn to determine whether the player may draw a card or not. It doesn't matter whether Ludevic was on the battlefield when the opponent lost life.

Wizards of the Coast 10 Nov 2020

Ludevic's triggered ability triggers at the beginning of each player's end step, including yours, even if no player has lost life that turn. Whether or not a player has lost life is checked only as the triggered ability resolves.

Wizards of the Coast 10 Nov 2020

Ludevic's triggered ability will allow the player to draw a card if any player other than Ludevic's controller, including the player whose turn it is, lost life this turn.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

Only one card may be drawn no matter how much life was lost or how many players lost life.

Wizards of the Coast 10 Nov 2020

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.

Wizards of the Coast 10 Nov 2020

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.

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

Similar Commanders

Commanders that share the most with Ludevic, 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 glossaryURPlayers write colors as letters: U for blue, 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 page