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Splinter, Aging Champion

Splinter, Aging Champion

Legendary Creature — Mutant Ninja Rat

Splinter wants a deck that answers everything its opponents play, then wins late. It also works in a deck built around Mutants, Ninjas or Rats.

  • Mana cost2 genericwhite
  • White ()
  • Power / toughness2 / 2
  • RarityRare

When Splinter enters, destroy up to one target tapped creature.

When Splinter leaves the battlefield, you and another target player each draw a card.

Build a deck with Splinter Find it in the app

Archetypes
Themes

Cards That Fit Splinter, Aging Champion

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

Does what Splinter, Aging Champion does6

The 6 Cards

Rulings for Splinter, Aging Champion

explain how Splinter 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 Jan 2026

If the target player is an illegal target when Splinter's last ability tries to resolve, it won't resolve and none of its effects will happen. You won't draw a card.

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

Similar Commanders

Commanders that share the most with Splinter, 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.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 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 page