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Ray Fillet, Wave Warrior

Ray Fillet, Wave Warrior

Legendary Creature — Fish Mutant

Ray Fillet wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Fish or Mutants.

  • Mana cost2 genericblue
  • Blue ()
  • Power / toughness0 / 2
  • RarityRare

Flying

Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Whenever a creature you control with a counter on it deals combat damage to a player, draw a card.

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Archetypes
Themes

Cards That Fit Ray Fillet, Wave Warrior

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

The 6 Cards

Rulings for Ray Fillet, Wave Warrior

explain how Ray Fillet 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 Jan 2026

If a creature enters with +1/+1 counters on it, consider those counters when determining if evolve will trigger. For example, a 1/1 creature that enters with two +1/+1 counters on it will cause the evolve ability of a 2/2 creature to trigger.

Wizards of the Coast 27 Jan 2026

If evolve triggers, the stat comparison will happen again when the ability tries to resolve. If neither stat of the new creature is greater, the ability will do nothing. If the creature that entered the battlefield leaves the battlefield before evolve tries to resolve, use its last known power and toughness to compare the stats.

Wizards of the Coast 27 Jan 2026

If multiple creatures enter at the same time, evolve may trigger multiple times, although the stat comparison will take place each time one of those abilities tries to resolve. For example, if you control a 2/2 creature with evolve and two 3/3 creatures you control enter, evolve will trigger twice. The first ability will resolve and put a +1/+1 counter on the creature with evolve. When the second ability tries to resolve, neither the power nor the toughness of the new creature is greater than that of the creature with evolve, so that ability does nothing.

Wizards of the Coast 27 Jan 2026

When comparing the stats as the evolve ability resolves, it's possible that the stat that's greater changes from power to toughness or vice versa. If this happens, the ability will still resolve and you'll put a +1/+1 counter on the creature with evolve. For example, if you control a 2/2 creature with evolve and a 1/3 creature you control enters, its toughness is greater, so evolve will trigger. In response, the 1/3 creature gets +2/-2. When the evolve trigger tries to resolve, its power is greater. You'll put a +1/+1 counter on the creature with evolve.

Wizards of the Coast 27 Jan 2026

When comparing the stats of the two creatures for evolve, you always compare power to power and toughness to toughness.

Wizards of the Coast 27 Jan 2026

Whenever a creature you control enters check its power and toughness against the power and toughness of the creature with evolve. If neither stat of the new creature is greater, evolve won't trigger at all.

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

Similar Commanders

Commanders that share the most with Ray Fillet, 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.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters 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 pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine pageSaboteurTriggers when a creature deals combat damage to a player, so the reward comes from connecting rather than from the damage itself. Evasion makes these far more reliable. Ragavan, Nimble PilfererOpen the Saboteur page