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Nico Minoru, Runaway

Nico Minoru, Runaway

Legendary Creature — Human Warlock Hero

Nico Minoru wants a deck that deals damage straight to its opponents. It also suits a deck that steals its opponents' creatures and spells.

  • Mana cost3 genericred
  • Red ()
  • Power / toughness2 / 4
  • RarityMythic

Whenever you cast a spell from anywhere other than your hand, Nico Minoru deals 2 damage to each opponent.

2 genericred, tap, Discard a card: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost.

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Cards That Fit Nico Minoru, Runaway

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

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The 6 Cards

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The 6 Cards

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The 6 Cards

Similar Commanders

Commanders that share the most with Nico Minoru, 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.BurnBurn decks win by dealing damage straight to opponents with spells and abilities, rather than by attacking with creatures. Damage that hits every opponent at once counts three times over at a four-player table.Open the Burn pageMass BurnDeals damage to everything, or to every opponent at once, rather than to a single target. In a four player game the same card hits three people, so small repeated amounts add up quickly. Blasphemous Act, Impact TremorsOpen the Mass Burn pageRepeatable DamageDeals damage again and again rather than once. It comes from an activated ability you can use every turn, or a trigger that fires whenever something happens. Walking Ballista, Impact TremorsOpen the Repeatable Damage pageBurnDeals damage directly, to creatures or to players. Because it can hit a player as easily as a creature, the same card can remove a blocker or finish off an opponent. Lightning Bolt, Blasphemous ActOpen the Burn 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 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 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 pageGroup 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 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 page