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Memnarch

Memnarch

Legendary Artifact Creature — Wizard

Memnarch wants a deck that loves coin flips, dice rolls and wild surprises. It also suits a deck that steals its opponents' creatures and spells.

  • Mana cost7 generic
  • Blue ()
  • Power / toughness4 / 5
  • RarityRare

1 genericblueblue: Target permanent becomes an artifact in addition to its other types. (This effect lasts indefinitely.)

3 genericblue: Gain control of target artifact. (This effect lasts indefinitely.)

Build a deck with Memnarch Find it in the app

Archetypes

Cards That Fit Memnarch

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

explain how Memnarch 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 1 Dec 2004

The effects of Memnarch’s abilities don’t end at end of turn, and they don’t end when Memnarch leaves the battlefield. Both effects last until the affected permanent leaves the battlefield.

Wizards of the Coast 1 Dec 2004

You can use the first ability on a nonartifact permanent, wait for the ability to resolve, and then use the second ability on that permanent.

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

Similar Commanders

Commanders that share the most with Memnarch, 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 glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.ChaosChaos decks fill the game with random effects like coin flips, dice rolls and random swaps, so nobody's plan goes as expected. It is built for fun and big stories more than for winning quickly.Open the Chaos pageText/Type/Color ShifterChanges what a card *is* rather than what it does: its color, its creature types, or the words in its text box. Often used to switch on cards that only interact with one color or type. Mycosynth Lattice, Leyline of the GuildpactOpen the Text/Type/Color Shifter pageType ChangerAdds a type to permanents on top of the types they already have. Making everything an artifact or a land switches on cards that only interact with that type. Liquimetal Torque, Phyrexian MetamorphOpen the Type Changer 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 pageTheftTheft decks take control of opponents' creatures and other cards, or cast spells from their decks, and use them against them. Some steals last one turn so you can attack with the borrowed creature; others are permanent.Open the Theft pageTheftTakes something that belongs to an opponent: a creature, another permanent, or even a spell cast straight off the top of their deck. Act of Treason, Hellkite TyrantOpen the Theft page