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Lurrus of the Dream-Den

Lurrus of the Dream-Den

Legendary Creature — Cat Nightmare

Lurrus of the Dream-Den wants a deck that fills its discard pile and plays cards back out of it. It also suits a deck that brings big creatures back from the discard pile.

  • Mana cost1 genericwhite or blackwhite or black
  • White, Black ()
  • Power / toughness3 / 2
  • RarityRare

Companion — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for 3 generic as a sorcery.)

Lifelink

Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.

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Cards That Fit Lurrus of the Dream-Den

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

explain how Lurrus of the Dream-Den works in tricky situations. They come from Wizards of the Coast, the company that makes Magic, and from Scryfall, the card database Magic players use.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 17 Apr 2020

Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can't reveal more than one. It remains revealed outside the game as the game begins.

Wizards of the Coast 17 Apr 2020

For spells with {X} in their mana costs, use the value chosen for X to determine the spell's mana value. For example, if a permanent spell costs {X}{W}, you could cast it with X as 1 but not as 2.

Wizards of the Coast 17 Apr 2020

If a card in a player's deck has {X} in its mana cost, X is considered to be 0.

Wizards of the Coast 17 Apr 2020

If a permanent card is put into your graveyard during your main phase and the stack is empty, you have a chance to cast it before any player may attempt to remove that card from your graveyard.

Wizards of the Coast 17 Apr 2020

If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can't change their mind.

Wizards of the Coast 17 Apr 2020

If you cast a spell from your graveyard using another permission, Lurrus's effect doesn't apply. You can cast another permanent spell from your graveyard.

Wizards of the Coast 17 Apr 2020

If you cast one permanent spell from your graveyard and then have a new Lurrus come under your control in the same turn, you may cast another permanent spell from your graveyard that turn.

Wizards of the Coast 17 Apr 2020

If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discard, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.

Wizards of the Coast 17 Apr 2020

Lurrus doesn't care about instant and sorcery cards in your starting deck. They may have any mana value.

Wizards of the Coast 17 Apr 2020

Lurrus doesn't let you play lands from your graveyard.

Wizards of the Coast 17 Apr 2020

Once you begin to cast the spell, losing control of Lurrus won't affect the spell. You can finish casting it as normal.

Wizards of the Coast 17 Apr 2020

Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.

Wizards of the Coast 17 Apr 2020

The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don't all have activated abilities.

Wizards of the Coast 17 Apr 2020

The companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.

Wizards of the Coast 17 Apr 2020

The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.

Wizards of the Coast 17 Apr 2020

You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.

Wizards of the Coast 17 Apr 2020

You must follow the normal timing permissions and restrictions of the spell you cast from your graveyard.

Wizards of the Coast 17 Apr 2020

You must pay the costs to cast that spell. If it has an alternative cost, such as a mutate cost, you may cast it for that cost instead.

Wizards of the Coast 17 Apr 2020

Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it's simply a card you own that's not in your starting deck.

Wizards of the Coast 1 Jun 2020

If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discarded, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.

Scryfall note 1 Jun 2020

Once you put your companion into your hand, it behaves like any other card you’ve brought into the game. For example, if it’s countered or destroyed, it’s put into your graveyard, remaining in the game.

Wizards of the Coast 1 Jun 2020

Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.

Scryfall note 1 Jun 2020

Wizards of the Coast has issued functional errata for the Companion mechanic. Instead of casting companions from outside the game: Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay {3} to put your companion from your sideboard into your hand. This is a special action, not an activated ability. It happens immediately and can’t be responded to. It can’t be countered or stopped by cards like Phyrexian Revoker. For more information please see https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement

23 rulings, 21 written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Lurrus of the Dream-Den, 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 glossaryWBPlayers write colors as letters: W for white, B for black.Graveyard/Self-MillGraveyard decks fill their own graveyard on purpose, then play cards from it as if it were a second hand. Moving cards from the top of your own deck straight into the graveyard is called self-mill.Open the Graveyard/Self-Mill pageCast from GraveyardLets you cast spells or play lands straight from your graveyard, so the graveyard becomes a second hand. This is different from Reanimation, which puts a creature card onto the battlefield without casting it. Karador, Ghost Chieftain, Muldrotha, the Gravetide, Yawgmoth's WillOpen the Cast from Graveyard pageRecursionBrings cards back from the graveyard: to your hand, to the battlefield, or letting them be cast again from where they lie. Eternal Witness, Reanimate, VictimizeOpen the Recursion pageLife GainGains you life, once or over and over. Soul Warden, The Great Henge. In Commander life is something to spend, not just a cushion, and many of these cards also set off others that reward gaining life.Open the Life Gain pageReanimatorReanimator decks put big creatures into their own graveyard early, then bring them back onto the battlefield without paying their cost. It gets a huge creature into play far sooner than you could afford to cast it.Open the Reanimator page