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Medomai the Ageless

Medomai the Ageless

Legendary Creature — Sphinx

Medomai the Ageless wants a deck that takes extra turns to pull ahead. It also works in a deck built around Sphinxes.

  • Mana cost4 genericwhiteblue
  • White, Blue ()
  • Power / toughness4 / 4
  • RarityMythic

Flying

Whenever Medomai deals combat damage to a player, take an extra turn after this one.

Medomai can't attack during extra turns.

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Archetypes
Themes

Cards That Fit Medomai the Ageless

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

The 6 Cards

Rulings for Medomai the Ageless

explain how Medomai the Ageless 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 15 Sep 2013

An "extra turn" is any turn created by a spell or ability. Notably, it doesn't include additional turns taken in tournaments after time expires for a round.

Wizards of the Coast 15 Sep 2013

It doesn't matter whose turn it is. In very rare cases, an opponent may be taking an extra turn and gain control of Medomai. Medomai can't attack during that turn.

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

Similar Commanders

Commanders that share the most with Medomai the Ageless, 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 glossaryWUPlayers write colors as letters: W for white, U for blue. Blue is U because B was already taken by black.Extra TurnsExtra Turns decks cast spells that give them another turn right after this one, and try to take several in a row. Taking them back to back is hard to play against, so Commander's three most casual brackets ask players not to.Open the Extra Turns pageExtra TurnsTakes an additional turn once this one ends. Time Warp, Final Fortune. Casting them one after another so opponents never get a turn back is what Brackets 2 and 3 specifically ask you not to do.Open the Extra Turns pageSaboteurTriggers when a creature deals combat damage to a player, so the reward comes from connecting rather than from the damage itself. Evasion makes these far more reliable. Ragavan, Nimble PilfererOpen the Saboteur pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion page