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Polukranos, Unchained

Polukranos, Unchained

Legendary Creature — Zombie Hydra

Polukranos wants a deck that fills its discard pile and plays cards back out of it. It also works in a deck built around Hydras or Zombies.

  • Mana cost2 genericblackgreen
  • Black, Green ()
  • Power / toughness0 / 0
  • RarityMythic

Polukranos enters with six +1/+1 counters on it. It escapes with twelve +1/+1 counters on it instead.

If damage would be dealt to Polukranos while it has a +1/+1 counter on it, prevent that damage and remove that many +1/+1 counters from it.

1 genericblackgreen: Polukranos fights another target creature.

Escape—4 genericblackgreen, Exile six other cards from your graveyard.

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Archetypes
Themes

Cards That Fit Polukranos, Unchained

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

The 6 Cards

Rulings for Polukranos, Unchained

explain how Polukranos 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

After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.

Wizards of the Coast 24 Jan 2020

Escape's permission doesn't change when you may cast the spell from your graveyard.

Wizards of the Coast 24 Jan 2020

If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.

Wizards of the Coast 24 Jan 2020

If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.

Wizards of the Coast 24 Jan 2020

If an amount of damage would be dealt to Polukranos greater than the number of +1/+1 counters on it, all of that damage is prevented, and all of those counters are removed. In most cases, this will result in Polukranos having 0 toughness, so it will be put into its owner's graveyard.

Wizards of the Coast 24 Jan 2020

If damage that can't be prevented is dealt to Polukranos, the damage is dealt and you'll simultaneously remove that many +1/+1 counters from it, all before the game checks for lethal damage.

Wizards of the Coast 24 Jan 2020

If the target creature is an illegal target when Polukranos's activated ability tries to resolve, the ability doesn't resolve. If Polukranos is no longer on the battlefield, the target creature won't deal or be dealt damage.

Wizards of the Coast 24 Jan 2020

If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.

Wizards of the Coast 24 Jan 2020

Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.

Wizards of the Coast 24 Jan 2020

To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.

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

Similar Commanders

Commanders that share the most with Polukranos, 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.Graveyard/Self-MillGraveyard decks fill their own graveyard on purpose, then play cards from it as if it were a second hand. Moving cards from the top of your own deck straight into the graveyard is called self-mill.Open the Graveyard/Self-Mill pageGraveyard PayoffRewards you for having cards in your graveyard, or uses them straight from there. Your graveyard is normally where cards go once they are finished with; these turn it into a second hand, and the fuller it is the better they get. Golgari Grave-Troll, SplinterfrightOpen the Graveyard Payoff pageRecursionBrings cards back from the graveyard: to your hand, to the battlefield, or letting them be cast again from where they lie. Eternal Witness, Reanimate, VictimizeOpen the Recursion pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation 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+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageDamage RemovalRemoves creatures by dealing damage to them rather than by destroying them outright. This includes fight cards, where your creature deals the damage. Damage only kills a creature if it at least equals its toughness, so it can miss the biggest ones, and it does not kill a creature that cannot be destroyed. Lightning Bolt, Rabid Bite, PyroclasmOpen the Damage Removal 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