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Rocksteady, Mutant Marauder

Rocksteady, Mutant Marauder

Legendary Creature — Rhino Mutant

Rocksteady wants a deck that removes its creatures and brings them right back to reuse them. It comes with a built-in partner, Bebop, Skull & Crossbones, and the two can lead one deck together.

  • Mana cost2 genericgreen
  • Green ()
  • Power / toughness3 / 3
  • RarityRare

Partner with Bebop, Skull & Crossbones (When this creature enters, target player may put Bebop into their hand from their library, then shuffle.)

Trample

Whenever another nontoken creature you control enters, put a +1/+1 counter on target creature.

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Themes

Cards That Fit Rocksteady, Mutant Marauder

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

Rulings for Rocksteady, Mutant Marauder

explain how Rocksteady 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

"Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle."

Wizards of the Coast 27 Jan 2026

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 27 Jan 2026

Both commanders start in the command zone, and the remaining 98 cards your deck are shuffled to become your library.

Wizards of the Coast 27 Jan 2026

If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Bebop, Skull and Crossbones and Rocksteady, Mutant Marauder are your commanders, your deck may contain cards with black and/or green in their color identities, but not white, blue, or red.

Wizards of the Coast 27 Jan 2026

Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.

Wizards of the Coast 27 Jan 2026

Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.

Wizards of the Coast 27 Jan 2026

The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander.

Wizards of the Coast 27 Jan 2026

The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player, whether or not they have that card in their library.

Wizards of the Coast 27 Jan 2026

To have two commanders, both must have the partner ability or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.

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

Similar Commanders

Commanders that share the most with Rocksteady, 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 glossaryGPlayers write colors as letters: G for green.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker pageETB PayoffRewards you whenever your permanents enter the battlefield. It either gives you something for each arrival or makes their 'when this enters' abilities happen twice. Impact Tremors, PanharmoniconOpen the ETB Payoff 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 page+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 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 page