- Commander Nexus
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- Squall, Gunblade Duelist
Command zone
Squall, Gunblade Duelist
Legendary Creature — Human Mercenary
Squall wants a deck that deals damage straight to its opponents. It also works in a deck built around Humans or Mercenaries.
- Mana cost
- White, Black, Red ()
- Power / toughness3 / 2
- RarityRare
First strike
As Squall enters, choose a number.
Whenever one or more creatures attack one of your opponents, if any of those creatures have power or toughness equal to the chosen number, Squall deals damage equal to its power to defending player.
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- Archetypes
- Themes
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- Humans
- Mercenaries
- Tags
Cards That Fit Squall, Gunblade Duelist
Picked for what they do in Squall's deck. When two cards do the same job, the one with the lower comes first. All of them fit Squall'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 Squall, Gunblade Duelist does6
Rulings for Squall, Gunblade Duelist
explain how Squall 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 Squall isn't on the battlefield as its last ability resolves, use its power as it last existed on the battlefield to determine how much damage the ability deals.
Squall's last ability checks the power and toughness of the attacking creatures at the moment it would trigger. If none of them have power or toughness equal to the chosen number, the ability won't trigger at all. If it does trigger, the ability will check the power and toughness of those creatures as it tries to resolve. If none of them have power or toughness equal to the chosen number, the ability won't resolve and none of its effects will happen. If any of those creatures have left the battlefield since the first time the ability checked their power and toughness, use their power and toughness as they last existed on the battlefield.
2 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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