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  3. Roon of the Hidden Realm

Command zone

Roon of the Hidden Realm

Roon of the Hidden Realm

Legendary Creature — Rhino Soldier

Roon of the Hidden Realm wants a deck that removes its creatures and brings them right back to reuse them. It also works in a deck built around Rhinos or Soldiers.

  • Mana cost2 genericgreenwhiteblue
  • White, Blue, Green ()
  • Power / toughness4 / 4
  • RarityMythic

Vigilance, trample

2 generic, tap: Exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.

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Archetypes

Cards That Fit Roon of the Hidden Realm

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

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The 6 Cards

Does what Roon of the Hidden Realm does6

The 6 Cards

Rulings for Roon of the Hidden Realm

explain how Roon of the Hidden Realm 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 17 Oct 2013

If Roon of the Hidden Realm's ability targets a commander, that card's owner may choose to have it go to the command zone after it is exiled. If they do, it will not be returned to the battlefield at the beginning of the next end step.

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

Similar Commanders

Commanders that share the most with Roon of the Hidden Realm, 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 glossaryWUGPlayers write colors as letters: W for white, U for blue, G for green. Blue is U because B was already taken by black.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 pageFlicker/SaveBriefly exiles a permanent you control and immediately returns it. That saves it from a kill spell like Swords to Plowshares, and it re-triggers any enter the battlefield ability: Mulldrifter flickered is two more cards. Ephemerate, Teferi's ProtectionOpen the Flicker/Save 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