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Missy

Missy

Legendary Creature — Time Lord Rogue

Missy wants a deck that hurts every player at once and outlasts the pain. It also suits a deck that sacrifices its own creatures to drain opponents' life.

  • Mana cost3 genericblueblackred
  • Blue, Black, Red ()
  • Power / toughness4 / 5
  • RarityRare

Whenever another nonartifact creature dies, return it to the battlefield under your control face down and tapped. It's a 2/2 Cyberman artifact creature.

At the beginning of your end step, each opponent faces a villainous choice — Each artifact creature you control deals 1 damage to that opponent, or you draw a card and chaos ensues.

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Cards That Fit Missy

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

explain how Missy 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 13 Oct 2023

A player facing a villainous choice can always choose either option, even if one or both of the options are impossible. For example, if one of the options is to sacrifice a creature, a player who controls no creatures can still choose that option.

Wizards of the Coast 13 Oct 2023

Double-faced permanents that are already on the battlefield can't be turned face down this way. However, a double-faced card can be put onto the battlefield face down from another zone this way.

Wizards of the Coast 13 Oct 2023

Each creature turned face down this way or put onto the battlefield this way is a 2/2 Cyberman artifact creature with no name and no color.

Wizards of the Coast 13 Oct 2023

If a spell or ability requires multiple players to face a villainous choice, the result is a little different from other effects in Magic. In that case, the first player in turn order makes their choice and the action for that choice is performed before the next player makes their choice. Then each of the remaining players repeat this process in turn order.

Wizards of the Coast 13 Oct 2023

If an effect instructs you to choose a creature type, you may choose Time Lord.

Wizards of the Coast 13 Oct 2023

If the face-down card has a morph ability, its controller may turn it face up by paying the associated morph cost.

Wizards of the Coast 13 Oct 2023

If, for any reason, the face-down creature is turned face up, the effect making it a Cyberman ends. It will be whatever is printed on the card.

Wizards of the Coast 13 Oct 2023

Neither "Time" nor "Lord" are creature types. Some older cards were printed with the subtype "Lord," but all of those cards have updated Oracle card text that removed that type.

Wizards of the Coast 13 Oct 2023

The player who controls a face-down permanent may look at it at any time. Notably, if the cards were put on the battlefield face down from another player's library, the player that owns them does not get to look at those cards.

Wizards of the Coast 13 Oct 2023

Unlike other creature types in Magic that are each only one word, the two words "Time Lord" represent a single creature subtype. Time Lord is the only two-word creature type.

Wizards of the Coast 13 Oct 2023

When a player faces a villainous choice, they first choose one of the two options, then all actions in the chosen option are performed.

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

Similar Commanders

Commanders that share the most with Missy, 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.Group SlugGroup Slug decks hurt every player at the table at once, then make sure they can survive the pain better than anyone else. Typical cards make each player take damage or lose life whenever they draw, cast a spell or tap a land for mana.Open the Group Slug pageGroup Slug / PunisherDeals damage or drains life from every opponent at once, or forces a choice where each option hurts. It usually sits on a permanent and fires over and over rather than doing it a single time. ManabarbsOpen the Group Slug / Punisher pageDeath TriggerTriggers when a creature dies, whether it is this creature, one of yours or an opponent's. These are the cards that pay you in an Aristocrats deck: something else makes creatures die, and these decide what you get each time. Blood Artist, Solemn SimulacrumOpen the Death Trigger pageAristocratsAristocrats decks sacrifice their own creatures on purpose and profit every time one dies, often by draining life from each opponent. A sacrifice outlet, a card that lets you sacrifice whenever you like, decides when that happens.Open the Aristocrats pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw page