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Nathan Drake, Treasure Hunter

Nathan Drake, Treasure Hunter

Legendary Creature — Human Rogue

Nathan Drake wants a deck that makes everyone swap their hand for a fresh one. It also works in a deck built around Humans, Library Manipulation or Rogues.

  • Mana costblueblackred
  • Blue, Black, Red ()
  • Power / toughness3 / 2
  • RarityMythic

First strike

You may spend mana as though it were mana of any color to cast spells you don't own or to activate abilities of permanents you control but don't own.

Whenever Nathan Drake attacks, exile the top card of each player's library. You may cast a spell from among those cards.

Build a deck with Nathan Drake Find it in the app

Archetypes

Cards That Fit Nathan Drake, Treasure Hunter

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

plan6

The 6 Cards

Similar Commanders

Commanders that share the most with Nathan Drake, 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.WheelsWheel decks make every player swap their whole hand for a fresh one, then profit from all that drawing. One way is making opponents lose life for each card they draw. The name comes from the card Wheel of Fortune.Open the Wheels 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 pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation pageImpulse DrawExiles cards from the top of your library and lets you play them for a short time, usually only that turn. You have to use them or lose them. Act on Impulse Prosper, Tome-BoundOpen the Impulse Draw page