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Ohabi Caleria

Ohabi Caleria

Legendary Creature — Elf Archer

Ohabi Caleria wants a deck that is built around one creature type, like Elves or Dragons. It also works in a deck built around Archers, Elves or Tap / Untap Loops.

  • Mana cost1 genericgreenwhite
  • White, Green ()
  • Power / toughness1 / 3
  • RarityRare

Reach

Untap all Archers you control during each other player's untap step.

Whenever an Archer you control deals damage to a creature, you may pay 2 generic. If you do, draw a card.

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Archetypes

Cards That Fit Ohabi Caleria

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

plan6

The 6 Cards

Rulings for Ohabi Caleria

explain how Ohabi Caleria 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 9 Sep 2022

All your Archers untap during each other player’s untap step. You have no choice about what untaps.

Wizards of the Coast 9 Sep 2022

Effects that say an Archer you control “doesn’t untap during your untap step” or “doesn’t untap during its controller’s untap step” won’t prevent Ohabi Caleria from causing you to untap it during other players’ untap steps.

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

Similar Commanders

Commanders that share the most with Ohabi Caleria, 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 glossaryWGPlayers write colors as letters: W for white, G for green.Typal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff 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 pageArchersArchers are mostly green creatures, and about half have reach, which lets them block flying creatures. Many others can deal damage to a creature directly.Open the Archers pageTap / Untap LoopsCards that untap your permanents, so a creature or land can be used twice in one turn. Some untap effects create endless loops that win the game.Open the Tap / Untap Loops pageUntapperUntaps permanents. Untapping a land or a mana-producing artifact effectively lets you spend that mana twice in a turn, which is why untap effects turn up in so many infinite combos. Seedborn MuseOpen the Untapper page