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Raff Capashen, Ship's Mage

Raff Capashen, Ship's Mage

Legendary Creature — Human Wizard

Raff Capashen wants a deck that is full of legendary creatures and other legendary cards. It also works in a deck built around Humans or Wizards.

  • Mana cost2 genericwhiteblue
  • White, Blue ()
  • Power / toughness3 / 3
  • RarityUncommon

Flash

Flying

You may cast historic spells as though they had flash. (Artifacts, legendaries, and Sagas are historic.)

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Archetypes
Themes

Cards That Fit Raff Capashen, Ship's Mage

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

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The 6 Cards

Does what Raff Capashen, Ship's Mage does6

The 6 Cards

Rulings for Raff Capashen, Ship's Mage

explain how Raff Capashen 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 27 Apr 2018

A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.

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

Similar Commanders

Commanders that share the most with Raff Capashen, 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 glossaryWUPlayers write colors as letters: W for white, U for blue. Blue is U because B was already taken by black.Legends MatterLegends decks fill up on legendary cards and use cards that reward you each time you cast one. A legendary card has the word Legendary on its type line; you can only keep one with the same name in play, and nearly every commander is legendary.Open the Legends Matter pageHistoric PayoffRewards you for historic cards: the legendary cards, artifacts, and Sagas that Magic groups under that one word. In Commander your commander is always legendary, so these start with something to count. Jhoira, Weatherlight CaptainOpen the Historic 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 pageFlash EnablerLets you cast things at instant speed, including on other players' turns. Holding up mana and deciding later is a real advantage. Leyline of Anticipation, Emergence ZoneOpen the Flash Enabler page