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Mannichi, the Fevered Dream

Mannichi, the Fevered Dream

Legendary Creature — Spirit

Mannichi wants a deck that makes huge amounts of mana for giant spells. It also works in a deck built around Spirits.

  • Mana cost2 genericred
  • Red ()
  • Power / toughness1 / 2
  • RarityRare

1 genericred: Switch each creature's power and toughness until end of turn.

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Cards That Fit Mannichi, the Fevered Dream

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

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The 6 Cards

Does what Mannichi, the Fevered Dream does6

The 6 Cards

Rulings for Mannichi, the Fevered Dream

explain how Mannichi 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 19 Mar 2021

Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a creature may become lethal if you switch its power and toughness during that turn.

Wizards of the Coast 19 Mar 2021

Effects that switch a creature's power and toughness apply after all other effects, regardless of when those effects began to apply. For instance, if you target a 1/2 creature then give it +2/+0 later in the turn, it's a 2/3 creature, not a 4/1 creature.

Wizards of the Coast 19 Mar 2021

Switching a creature's power and toughness twice (or any even number of times) effectively returns the creature to the power and toughness it had before any switches.

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

Similar Commanders

Commanders that share the most with Mannichi, 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 glossaryRPlayers write colors as letters: R for red.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 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 pageGame ChangerCards that warp the game disproportionately around themselves, requiring immediate answers.What the brackets mean