Ran and Shaw wants a deck that is built around one creature type, like Elves or Dragons. It also suits a deck that copies the best creature on the table.
Mana cost
Red ()
Power / toughness4 / 4
RarityRare
Flying, firebending 2
When Ran and Shaw enter, if you cast them and there are three or more Dragon and/or Lesson cards in your graveyard, create a token that's a copy of Ran and Shaw, except it's not legendary.
: Dragons you control get +2/+0 until end of turn.
Picked for what they do in Ran and Shaw's deck. When two cards do the same job, the one with the lower comes first. All of them fit Ran and Shaw'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.Open the full glossary
explain how Ran and Shaw 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 Coast2 Oct 2025
"Firebending N" is a keyword that represents the ability "Whenever this creature attacks, add N {R}. Until end of combat, you don't lose this mana as steps end."
Wizards of the Coast2 Oct 2025
Any other mana you add during combat will still be lost as normal when moving between steps of combat.
Wizards of the Coast2 Oct 2025
Except for the legendary supertype, the token copies only what is printed on Ran and Shaw unless Ran and Shaw are being modified by another copy effect. It doesn't copy whether Ran and Shaw are tapped or untapped, whether they have any counters on them or Auras or Equipment attached to them, or any non-copy effects that have changed their power, toughness, types, color, or so on.
Wizards of the Coast2 Oct 2025
Firebending abilities aren't mana abilities. They use the stack and can be responded to.
Wizards of the Coast2 Oct 2025
Mana from firebending abilities isn't lost until you leave combat and go to your second main phase. It can be used at any time during combat, even after combat damage has been dealt.
Wizards of the Coast2 Oct 2025
Multiple instances of firebending on the same creature trigger separately, each granting you the appropriate amount of mana.
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 glossaryRPlayers write colors as letters: R for red.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 pageToken MakerCreates one or more tokens. Different cards make very different ones: creatures Grave Titan, Treasures Smothering Tithe, Clues Tireless Tracker or Food Gilded Goose. This is one of our largest tags, so pair it with an archetype or theme when you are hunting a specific kind.Open the Token Maker 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 pageRepeatable DamageDeals damage again and again rather than once. It comes from an activated ability you can use every turn, or a trigger that fires whenever something happens. Walking Ballista, Impact TremorsOpen the Repeatable Damage pageCloneCopies a creature or another permanent already on the battlefield. Copying the best thing on the table is often cheaper than casting something equally strong. Phyrexian Metamorph, Helm of the HostOpen the Clone pageClonesClone decks copy the best creature on the battlefield, whoever owns it, so they always have one of the strongest things on the table. A copy also gets the original's 'when this enters' ability, so each clone can bring a fresh effect too.Open the Clones pagePingersPinger decks deal one damage at a time, again and again, to pick off small creatures and wear opponents down. The damage usually comes from creatures you tap to deal 1 damage, or from cards that deal damage whenever something happens.Open the Pingers 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 pageDragonsDragons are big flying creatures, most often red.Open the Dragons page
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