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Sanwell, Avenger Ace

Sanwell, Avenger Ace

Legendary Creature — Human Pilot

Sanwell wants a deck that makes everyone swap their hand for a fresh one. It also works in a deck built around Humans, Library Manipulation or Pilots.

  • Mana cost1 genericwhite
  • White ()
  • Power / toughness3 / 1
  • RarityRare

As long as an artifact creature you control is attacking, prevent all damage that would be dealt to Sanwell.

Whenever Sanwell becomes tapped, exile the top six cards of your library. You may cast a Vehicle or artifact creature spell from among them. Then put the rest on the bottom of your library in a random order.

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Archetypes
Themes

Cards That Fit Sanwell, Avenger Ace

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

explain how Sanwell 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 14 Oct 2022

If Sanwell, Avenger Ace is somehow an artifact creature, its first ability will see itself while it is attacking.

Wizards of the Coast 14 Oct 2022

If you choose not to cast a spell this way, it goes to the bottom of the library with the other exiled cards. You can't wait and cast it later.

Wizards of the Coast 14 Oct 2022

You must pay all costs for a spell cast using Sanwell's last ability.

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

Similar Commanders

Commanders that share the most with Sanwell, 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 glossaryWPlayers write colors as letters: W for white.WheelsWheel decks make every player swap their whole hand for a fresh one, then profit from all that drawing. One way is making opponents lose life for each card they draw. The name comes from the card Wheel of Fortune.Open the Wheels pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw 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 pageImpulse DrawExiles cards from the top of your library and lets you play them for a short time, usually only that turn. You have to use them or lose them. Act on Impulse Prosper, Tome-BoundOpen the Impulse Draw pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection page