- Commander Nexus
- Commanders
- Sin, Unending Cataclysm
Command zone
Sin, Unending Cataclysm
Legendary Creature — Leviathan Avatar
Sin wants a deck that sacrifices its own creatures to drain opponents' life. It also works in a deck built around Avatars or Sea Monsters.
- Mana cost
- Blue, Green ()
- Power / toughness5 / 5
- RarityRare
Flying, trample
As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way.
When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library.
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- Archetypes
- Themes
Cards That Fit Sin, Unending Cataclysm
Picked for what they do in Sin's deck. When two cards do the same job, the one with the lower comes first. All of them fit Sin'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.
Open the full glossary
plan6
Does what Sin, Unending Cataclysm does6
Rulings for Sin, Unending Cataclysm
explain how Sin 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
If the target creature is an illegal target as Sin's last ability tries to resolve, it won't resolve and none of its effects will happen. Sin will remain in the zone it went to when it died (which is usually the graveyard).
In some unusual cases, you may end up putting the appropriate counters on more than one permanent. For example, if you control The Ozolith ("Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.") when Sin's last ability resolves, you'll put the appropriate number of each kind of counter onto both The Ozolith and the target creature.
Sin's last ability doesn't cause you to move counters from Sin onto the target creature. Rather, you put the same number of each kind of counter Sin had when it died onto the target creature.
Sin's last ability puts all counters that were on Sin onto the target creature, not just its +1/+1 counters.
4 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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