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Rona, Disciple of Gix

Rona, Disciple of Gix

Legendary Creature — Human Artificer

Rona wants a deck that answers everything its opponents play, then wins late. It also works in a deck built around Artificers, Humans or Library Manipulation.

  • Mana cost1 genericblueblack
  • Blue, Black ()
  • Power / toughness2 / 2
  • RarityUncommon

When Rona enters, you may exile target historic card from your graveyard. (Artifacts, legendaries, and Sagas are historic.)

You may cast spells from among cards exiled with Rona.

4 generic, tap: Exile the top card of your library.

Build a deck with Rona Find it in the app

Archetypes

Cards That Fit Rona, Disciple of Gix

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

explain how Rona 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.

Wizards of the Coast 27 Apr 2018

After Rona's last ability resolves, you have priority if it's your turn. You can cast the exiled card before any player can take other actions if it's legal to do so.

Wizards of the Coast 27 Apr 2018

If Rona leaves the battlefield, the exiled cards will remain exiled indefinitely. If Rona enters the battlefield again, it won't be associated with the cards the "other" Rona exiled. The new Rona will exile a new set of cards with its first and last abilities. Only those cards can be cast using the new Rona's middle ability.

Wizards of the Coast 27 Apr 2018

Once you begin to cast a card, losing control of Rona won't affect the spell.

Wizards of the Coast 27 Apr 2018

The card you'll exile from the top of your library is determined as Rona's last ability resolves. This might not be the card that was on top of your library when you activated that ability.

Wizards of the Coast 27 Apr 2018

The cards exiled from your library are exiled face up.

Wizards of the Coast 27 Apr 2018

The exiled cards aren't in your hand, so you can't cycle them, discard them, or activate any of their activated abilities.

Wizards of the Coast 27 Apr 2018

You must follow the normal timing permissions and restrictions of the cards you cast from exile.

Wizards of the Coast 27 Apr 2018

You'll still pay all costs for that spell, including additional costs. You may also pay alternative costs such as that granted by Jodah, Archmage Eternal.

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

Similar Commanders

Commanders that share the most with Rona, 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 glossaryUBPlayers write colors as letters: U for blue, B for black. Blue is U because B was already taken by black.ControlControl decks answer what everyone else plays, stopping spells and removing dangerous cards, then win slowly once they are in charge. Expect lots of removal, spells that cancel other spells, and extra card draw.Open the Control pageTarget RemovalRemoves a single chosen permanent by destroying it, exiling it or returning it to its owner's hand, however big it is. It is the precise answer to one problem, as opposed to a board wipe that hits everything. Damage and -X/-X can miss a big creature, so they are Damage Removal and -X/-X Removal instead. Swords to Plowshares, Beast WithinOpen the Target Removal pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value 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 pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation page