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Palladia-Mors, the Ruiner

Palladia-Mors, the Ruiner

Legendary Creature — Elder Dragon

Palladia-Mors wants a deck that piles armor and magic onto one creature and attacks with it. It also works in a deck built around Dragons or Elders.

  • Mana cost3 genericredgreenwhite
  • White, Red, Green ()
  • Power / toughness6 / 6
  • RarityMythic

Flying, vigilance, trample

Palladia-Mors has hexproof as long as it hasn't dealt damage yet.

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Archetypes
Themes

Cards That Fit Palladia-Mors, the Ruiner

Picked for what they do in Palladia-Mors's deck. When two cards do the same job, the one with the lower comes first. All of them fit Palladia-Mors'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 Palladia-Mors, the Ruiner does6

The 6 Cards

Rulings for Palladia-Mors, the Ruiner

explain how Palladia-Mors 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 13 Jul 2018

If a triggered ability triggers at the same time that Paladia-Mors deals damage for the first time, targets are chosen for that ability after Palladia-Mors no longer has hexproof.

Wizards of the Coast 13 Jul 2018

If Palladia-Mors leaves the battlefield and returns, it's considered a new object, even if it's represented by the same card. It has hexproof again until it deals damage.

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

Similar Commanders

Commanders that share the most with Palladia-Mors, 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 glossaryWRGPlayers write colors as letters: W for white, R for red, G for green.VoltronVoltron decks load one creature, usually the commander, with Equipment and Auras until it can win by attacking on its own. In Commander, a player dealt 21 or more combat damage by the same commander over the game loses, so one huge commander can knock a player out.Open the Voltron pageVoltron CommanderA legendary creature that can carry the whole game plan by itself. It protects itself, grows with what is attached to it, or rewards attacking alone. The deck piles Auras and Equipment onto it and wins with commander damage, since 21 or more combat damage from one commander knocks a player out. Named for the toy robot built from smaller pieces. Zurgo Helmsmasher, Uril, the Miststalker, Sigarda, Host of HeronsOpen the Voltron Commander 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 page