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Syr Carah, the Bold

Syr Carah, the Bold

Legendary Creature — Human Knight

Syr Carah wants a deck that deals one damage at a time, again and again. It also suits a deck that deals damage straight to its opponents.

  • Mana cost3 genericredred
  • Red ()
  • Power / toughness3 / 3
  • RarityUncommon

Whenever Syr Carah or an instant or sorcery spell you control deals damage to a player, exile the top card of your library. You may play that card this turn.

tap: Syr Carah deals 1 damage to any target.

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Archetypes

Cards That Fit Syr Carah, the Bold

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

plan6

The 6 Cards

Rulings for Syr Carah, the Bold

explain how Syr Carah 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 4 Oct 2019

If Syr Carah or an instant or sorcery spell you control deals damage to two or more players at the same time, Syr Carah's first ability triggers for each of those players.

Wizards of the Coast 4 Oct 2019

If you don't play the exiled card, it remains in exile.

Wizards of the Coast 4 Oct 2019

Playing an exiled card causes it to leave exile. You can't play it multiple times.

Wizards of the Coast 4 Oct 2019

Syr Carah doesn't change when you can cast the exiled card. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty. If you exile a land card, you can play it only during your main phase and only if you have an available land play remaining.

Wizards of the Coast 4 Oct 2019

Syr Carah's first ability triggers even if Syr Carah is dealt lethal damage at the same time that it or an instant or sorcery spell you control deals damage to a player.

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

Similar Commanders

Commanders that share the most with Syr Carah, 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 glossaryRPlayers write colors as letters: R for red.PingersPinger decks deal one damage at a time, again and again, to pick off small creatures and wear opponents down. The damage usually comes from creatures you tap to deal 1 damage, or from cards that deal damage whenever something happens.Open the Pingers pageRepeatable DamageDeals damage again and again rather than once. It comes from an activated ability you can use every turn, or a trigger that fires whenever something happens. Walking Ballista, Impact TremorsOpen the Repeatable Damage pageBurnDeals damage directly, to creatures or to players. Because it can hit a player as easily as a creature, the same card can remove a blocker or finish off an opponent. Lightning Bolt, Blasphemous ActOpen the Burn pageDamage RemovalRemoves creatures by dealing damage to them rather than by destroying them outright. This includes fight cards, where your creature deals the damage. Damage only kills a creature if it at least equals its toughness, so it can miss the biggest ones, and it does not kill a creature that cannot be destroyed. Lightning Bolt, Rabid Bite, PyroclasmOpen the Damage Removal pageBurnBurn decks win by dealing damage straight to opponents with spells and abilities, rather than by attacking with creatures. Damage that hits every opponent at once counts three times over at a four-player table.Open the Burn 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 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 page