Skip to content
  1. Commander Nexus
  2. Commanders
  3. Pol Jamaar, Illusionist

Command zone

Pol Jamaar, Illusionist

Pol Jamaar, Illusionist

Legendary Creature — Human Illusion Wizard

Pol Jamaar wants a deck that is built around one creature type, like Elves or Dragons. It also works in a deck built around Humans, Illusion or Kindred / Tribal Adaptive.

  • Mana cost4 genericblueblue
  • Blue ()
  • Power / toughness4 / 5
  • RarityMythic

Flying

When Pol Jamaar enters, choose a creature type. Draw a card for each creature you control of that type.

Build a deck with Pol Jamaar Find it in the app

Archetypes

Cards That Fit Pol Jamaar, Illusionist

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

explain how Pol Jamaar 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 Nov 2024

The choice of creature type is made as Pol Jamaar's last ability resolves. Players can't take any actions between the time the choice is made and the time you draw cards.

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

Similar Commanders

Commanders that share the most with Pol Jamaar, 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 glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.Typal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageKindred / Tribal AdaptiveCards that work with any creature type you choose. Kindred spells count too: they carry a creature type even though they are not creatures.Open the Kindred / Tribal Adaptive page