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Mairsil, the Pretender

Mairsil, the Pretender

Legendary Creature — Human Wizard

Mairsil wants a deck that copies the best creature on the table. It also works in a deck built around Humans or Wizards.

  • Mana cost1 genericblueblackred
  • Blue, Black, Red ()
  • Power / toughness4 / 4
  • RarityMythic

When Mairsil enters, you may exile an artifact or creature card from your hand or graveyard and put a cage counter on it.

Mairsil has all activated abilities of all cards you own in exile with cage counters on them. You may activate each of those abilities only once each turn.

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Archetypes
Themes

Cards That Fit Mairsil, the Pretender

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

Does what Mairsil, the Pretender does6

The 6 Cards

Rulings for Mairsil, the Pretender

explain how Mairsil 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 25 Aug 2017

Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder text. Mairsil won't gain triggered abilities (which start with "when," "whenever," or "at").

Wizards of the Coast 25 Aug 2017

If an activated ability of a card in exile with a cage counter on it references the card it's printed on by name, treat Mairsil's instance of that ability as though it referenced Mairsil by name instead. For instance, if Mairsil exiles Magus of the Mind, the cost to activate the ability includes sacrificing Mairsil, not sacrificing Magus of the Mind.

Wizards of the Coast 25 Aug 2017

If another player gains control of Mairsil, it will have the abilities of only cards that player owns in exile with cage counters on them.

Wizards of the Coast 25 Aug 2017

If Mairsil gains an activated ability that's normally linked to a non-activated ability of the card it came from, the ability Mairsil has isn't linked to any ability. For example, if Mairsil exiles Prototype Portal, the activated ability creates no tokens at all; it doesn't create Prototype Portal tokens.

Wizards of the Coast 25 Aug 2017

If Mairsil gains an activated ability that's normally linked to another activated ability of the card it came from, those two abilities Mairsil gains are linked for as long as Mairsil remains on the battlefield. For example, if Mairsil exiles Izzet Chemister, cards exiled with the first ability Mairsil gained from Izzet Chemister can be cast if you activate the second ability it gained that way. Izzet Chemister itself can't be cast this way, and if Mairsil leaves the battlefield before activating that second ability, the cards exiled with that first ability are lost forever.

Wizards of the Coast 25 Aug 2017

If Mairsil has a crew ability, creatures can crew Mairsil. It'll become an artifact creature, but its power and toughness remain unchanged.

Wizards of the Coast 25 Aug 2017

If Mairsil has an equip ability, activating it won't cause anything to happen. Mairsil doesn't become attached to a creature. They may remain friends.

Wizards of the Coast 25 Aug 2017

If multiple cards exiled with cage counters on them have the same ability, Mairsil will have multiple instances of that ability. Each may be activated once each turn.

Wizards of the Coast 25 Aug 2017

If one of Mairsil's abilities doesn't resolve, most likely because its target became illegal before it resolved, it can't be activated again in the same turn.

Wizards of the Coast 25 Aug 2017

If you have a creature enter the battlefield as a copy of Mairsil, its first ability triggers. You won't be able to activate any abilities before the "legend rule" applies, but the triggered ability will still let you exile another card with a cage counter regardless of which Mairsil you keep.

Wizards of the Coast 25 Aug 2017

The exiled cards remain exiled with cage counters when Mairsil leaves the battlefield. If Mairsil returns to the battlefield, it will see all of those exiled cards with cage counters on them.

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

Similar Commanders

Commanders that share the most with Mairsil, 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.ClonesClone decks copy the best creature on the battlefield, whoever owns it, so they always have one of the strongest things on the table. A copy also gets the original's 'when this enters' ability, so each clone can bring a fresh effect too.Open the Clones 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 pageAbility SharingGives your creatures the activated abilities of other creatures, often ones sitting in a graveyard. An activated ability is one you choose to use by paying a cost, written as “cost: effect”. Necrotic Ooze, Marvin, Murderous MimicOpen the Ability Sharing pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation page