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Paladin Danse, Steel Maverick

Paladin Danse, Steel Maverick

Legendary Artifact Creature — Synth Knight

Paladin Danse wants a deck that makes attacking it too costly, so opponents fight each other. It also works in a deck built around Artifact Creatures, Knights or Synths.

  • Mana cost2 genericwhite
  • White ()
  • Power / toughness3 / 3
  • RarityUncommon

Vigilance, lifelink

Exile Paladin Danse: Each creature you control that's an artifact or Human gains indestructible until end of turn.

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Archetypes

Cards That Fit Paladin Danse, Steel Maverick

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

Does what Paladin Danse, Steel Maverick does6

The 6 Cards

Rulings for Paladin Danse, Steel Maverick

explain how Paladin Danse 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 8 Mar 2024

The set of creatures affected by Paladin Danse's last ability is determined as the ability resolves. Artifact creatures and Human creatures you begin to control later in the turn and permanents you control that become artifact creatures or Human creatures later in the turn won't gain indestructible.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Paladin Danse, 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 glossaryWPlayers write colors as letters: W for white.PillowfortPillowfort decks make attacking you so costly or unappealing that opponents attack each other instead. Cards like Ghostly Prison make a player pay mana for every creature that attacks you, buying time for your own plan.Open the Pillowfort pageProtectionA creature with protection from something, like a color, is safe from anything with that quality. It cannot be damaged, enchanted or equipped, blocked, or targeted by it, and players remember the four with the word DEBT. It does not stop effects that neither target nor damage, like a board wipe that destroys every creature. ProgenitusOpen the Protection pageLife GainGains you life, once or over and over. Soul Warden, The Great Henge. In Commander life is something to spend, not just a cushion, and many of these cards also set off others that reward gaining life.Open the Life Gain pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick page