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Pharika, God of Affliction

Pharika, God of Affliction

Legendary Enchantment Creature — God

Pharika wants a deck that answers everything its opponents play, then wins late. It also works in a deck built around Gods / Devotion.

  • Mana cost1 genericblackgreen
  • Black, Green ()
  • Power / toughness5 / 5
  • RarityMythic

Indestructible

As long as your devotion to black and green is less than seven, Pharika isn't a creature.

blackgreen: Exile target creature card from a graveyard. Its owner creates a 1/1 black and green Snake enchantment creature token with deathtouch.

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Archetypes

Cards That Fit Pharika, God of Affliction

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

Rulings for Pharika, God of Affliction

explain how Pharika 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 24 Jan 2020

As a God enters the battlefield, your devotion to its color will determine whether any replacement effects that affect creatures entering the battlefield apply to that God. Because replacement effects are considered before the God is on the battlefield, the mana symbols in its mana cost won't be counted when determining this.

Wizards of the Coast 24 Jan 2020

Counters put on a God remain on it while it's not a creature, even if they have no effect.

Wizards of the Coast 24 Jan 2020

If a God is attacking or blocking and it stops being a creature, it will be removed from combat. It won't rejoin combat if it resumes being a creature later during that combat.

Wizards of the Coast 24 Jan 2020

If a God stops being a creature, it loses the type creature and the creature type God. It continues to be a legendary enchantment.

Wizards of the Coast 24 Jan 2020

If an effect causes a God to lose all abilities, its ability that causes it to stop being a creature still applies if appropriate.

Wizards of the Coast 24 Jan 2020

The abilities of Gods function as long as they're on the battlefield, regardless of whether they're creatures.

Wizards of the Coast 24 Jan 2020

The type-changing ability that can make a God not be a creature functions only on the battlefield. It's always a creature card in other zones, regardless of your devotion to its color. It's always a creature spell while it's on the stack.

Wizards of the Coast 24 Jan 2020

When a God enters the battlefield, your devotion to its color (including the mana symbols in the mana cost of the God itself) will determine if a creature entered the battlefield or not for abilities that trigger whenever a creature enters the battlefield.

Wizards of the Coast 24 Jan 2020

Your devotion to two colors is the number of mana symbols among mana costs of permanents you control that are the first color, the second, or both. If an effect counts your devotion to two colors, a hybrid symbol that is both of those colors is counted just once.

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

Similar Commanders

Commanders that share the most with Pharika, 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 glossaryBGPlayers write colors as letters: B for black, G for green.ControlControl decks answer what everyone else plays, stopping spells and removing dangerous cards, then win slowly once they are in charge. Expect lots of removal, spells that cancel other spells, and extra card draw.Open the Control 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 pageTarget RemovalRemoves a single chosen permanent by destroying it, exiling it or returning it to its owner's hand, however big it is. It is the precise answer to one problem, as opposed to a board wipe that hits everything. Damage and -X/-X can miss a big creature, so they are Damage Removal and -X/-X Removal instead. Swords to Plowshares, Beast WithinOpen the Target Removal pageGraveyard HateEmpties graveyards or stops cards from coming back out of them, shutting down decks built on reusing their graveyard. Bojuka Bog, Scavenger Grounds. It answers a whole plan rather than one card: without it, something like Eternal Witness keeps returning the same card all game.Open the Graveyard Hate 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 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 page