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Sakashima the Impostor

Sakashima the Impostor

Legendary Creature — Human Rogue

Sakashima the Impostor wants a deck that copies the best creature on the table. It also works in a deck built around Humans, Legends Matter or Rogues.

  • Mana cost2 genericblueblue
  • Blue ()
  • Power / toughness3 / 1
  • RarityRare

You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has "2 genericblueblue: Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."

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Archetypes
Themes

Cards That Fit Sakashima the Impostor

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

explain how Sakashima the Impostor 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 1 Jun 2005

If there is no creature on the battlefield or if you don't choose a creature as Sakashima enters, Sakashima remains a 3/1 Human Rogue.

Wizards of the Coast 1 Jun 2005

Sakashima doesn't get the return to hand ability unless a creature is copied as Sakashima enters. Sakashima can't copy itself because the choice is made as part of the event that puts it onto the battlefield, and whatever will be copied must already be on the battlefield.

Wizards of the Coast 1 Jun 2005

Sakashima must be on the battlefield at the end of turn in order to return to hand. If Sakashima leaves the battlefield after the ability is activated but before the at-end-of-turn ability resolves, the ability does nothing.

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

Similar Commanders

Commanders that share the most with Sakashima the Impostor, 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.ClonesClone 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 pageType ChangerAdds a type to permanents on top of the types they already have. Making everything an artifact or a land switches on cards that only interact with that type. Liquimetal Torque, Phyrexian MetamorphOpen the Type Changer 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 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 pageLegends MatterCards that care about legendary cards: rewards for casting them, discounts, or bonuses for each one you control.Open the Legends Matter page