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Phabine, Boss's Confidant

Phabine, Boss's Confidant

Legendary Creature — Cat Advisor

Phabine wants a deck that makes an army of small creatures and attacks with all of them. It also suits a deck that helps every player at the table, itself included.

  • Mana cost3 genericredgreenwhite
  • White, Red, Green ()
  • Power / toughness3 / 6
  • RarityMythic

Creature tokens you control have haste.

Parley — At the beginning of combat on your turn, each player reveals the top card of their library. For each land card revealed this way, you create a 1/1 green and white Citizen creature token. Then creatures you control get +1/+1 until end of turn for each nonland card revealed this way. Then each player draws a card.

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Cards That Fit Phabine, Boss's Confidant

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

plan6

The 6 Cards

Similar Commanders

Commanders that share the most with Phabine, 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.TokensToken decks fill the battlefield with small creatures made by their cards, then attack with all of them or make them all bigger at once. A token is a creature (or other object) that a card creates, not a card from your deck.Open the Tokens pageToken PayoffRewards you for making or having tokens: counting them, copying them, or making every one of them bigger. These are the cards that turn a lot of small creatures into a way to actually win. Anointed Procession, Trostani, Selesnya's VoiceOpen the Token Payoff pageToken EngineMakes tokens again and again rather than once. A token is a creature or other permanent created by a card, with no card of its own. Something that makes one token gives you a body; something that makes them every turn gives you a board you can keep rebuilding after it is cleared. Grave Titan, Bitterblossom, OphiomancerOpen the Token Engine pageOverrunMakes your whole team bigger at once, usually with trample or another way past blockers. It turns a big group of creatures into a winning attack. Craterhoof Behemoth, Akroma's WillOpen the Overrun pageGroup HugGroup Hug decks give every player extra cards, mana or life, making friends at the table while they quietly work toward their own win. The trick is to be the player best placed to use all that extra.Open the Group Hug pageGroup HugGives everyone at the table something: extra cards, extra mana, extra lands. It really is generous, and that is the trick: the player who built the deck around it knows what to do with the surplus, and the other three usually do not. Howling Mine, Heartbeat of Spring, Rites of FlourishingOpen the Group Hug 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 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 pageAggroAggro decks play cheap creatures early and attack every turn, trying to knock opponents out before their bigger plans come together.Open the Aggro 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