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Ojer Axonil, Deepest Might // Temple of Power

Ojer Axonil, Deepest Might // Temple of Power

Legendary Creature — God // Land

Ojer Axonil wants a deck that removes its creatures and brings them right back to reuse them. It also suits a deck that sacrifices its own creatures to drain opponents' life.

  • Mana cost2 genericredred
  • Red ()
  • Power / toughness4 / 4
  • RarityMythic

Trample

If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.

When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.

//

(Transforms from Ojer Axonil, Deepest Might.)

tap: Add red.

2 genericred, tap: Transform this land. Activate only if red sources you controlled dealt 4 or more noncombat damage this turn and only as a sorcery.

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Cards That Fit Ojer Axonil, Deepest Might

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

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The 6 Cards

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The 6 Cards

Rulings for Ojer Axonil, Deepest Might

explain how Ojer Axonil 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 10 Nov 2023

For the purpose of Temple of Power's last ability, you need to have controlled the red source that dealt noncombat damage only at the time that the damage was dealt. If it dies or changes control after that point, that damage will still count toward Temple of Power's activation restriction.

Wizards of the Coast 10 Nov 2023

If a card that isn't a transforming double-faced card is a copy of Ojer Axonil, Deepest Might, it won't return to the battlefield when it dies.

Wizards of the Coast 10 Nov 2023

If Ojer Axonil's second ability and additional replacement effects would modify how damage would be dealt, the player being dealt damage chooses the order in which to apply those effects.

Wizards of the Coast 10 Nov 2023

The 4 or more noncombat damage may be dealt by multiple red sources you controlled. For example, if you cast a red spell that dealt 3 damage to a creature and then a red artifact you controlled dealt 1 noncombat damage to a creature, you could activate Temple of Power's last ability.

Wizards of the Coast 10 Nov 2023

The comparison between the amount of noncombat damage being dealt and Ojer Axonil's power occurs only once, when the damage would be dealt. Reducing Ojer Axonil's power before noncombat damage is dealt may cause its replacement effect not to apply to that damage.

Wizards of the Coast 10 Nov 2023

While you control Ojer Axonil, Deepest Might, if an effect such as that of Chandra's Pyrohelix asks you to divide damage among targets, you must divide the unmodified damage.

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

Similar Commanders

Commanders that share the most with Ojer Axonil, 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.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker 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 pageFlicker/SaveBriefly exiles a permanent you control and immediately returns it. That saves it from a kill spell like Swords to Plowshares, and it re-triggers any enter the battlefield ability: Mulldrifter flickered is two more cards. Ephemerate, Teferi's ProtectionOpen the Flicker/Save 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 pageGods / DevotionGods, and cards that count your devotion: the number of mana symbols of one color among the costs of your permanents. The Theros Gods cannot be destroyed, and only become creatures when your devotion to their color is high enough.Open the Gods / Devotion page