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Raff, Weatherlight Stalwart

Raff, Weatherlight Stalwart

Legendary Creature — Human Wizard

Raff wants a deck that casts lots of instant and sorcery spells. It also suits a deck that plays cheap creatures and attacks from the first turns.

  • Mana costwhiteblue
  • White, Blue ()
  • Power / toughness1 / 3
  • RarityUncommon

Whenever you cast an instant or sorcery spell, you may tap two untapped creatures you control. If you do, draw a card.

3 genericwhitewhite: Creatures you control get +1/+1 and gain vigilance until end of turn.

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Themes

Cards That Fit Raff, Weatherlight Stalwart

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

Rulings for Raff, Weatherlight Stalwart

explain how Raff 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 9 Sep 2022

Raff, Weatherlight Stalwart’s triggered ability resolves before the spell that caused it to trigger. The ability will resolve even if that spell is countered.

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

Similar Commanders

Commanders that share the most with Raff, 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.SpellslingerSpellslinger decks cast lots of instants and sorceries, one-time spells, and play creatures that reward every spell you cast. Instants and sorceries take effect once and then go to your graveyard, and an instant can even be cast during another player's turn.Open the Spellslinger pageSpellslingerRewards you for casting instants and sorceries, usually triggering each time you cast one. Storm-Kiln Artist, GuttersnipeOpen the Spellslinger 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 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 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 pageAggroAggro decks play cheap creatures early and attack every turn, trying to knock opponents out before their bigger plans come together.Open the Aggro pageTokensToken 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 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