Syrix wants a deck that fills its discard pile and plays cards back out of it. It also suits a deck that brings big creatures back from the discard pile.
Mana cost
Black, Red ()
Power / toughness3 / 3
RarityRare
Flying, haste
At the beginning of each end step, if a creature card left your graveyard this turn, target Phoenix you control deals damage equal to its power to any target.
Whenever another Phoenix you control dies, you may cast this card from your graveyard.
Picked for what they do in Syrix's deck. When two cards do the same job, the one with the lower comes first. All of them fit Syrix'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
explain how Syrix 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 Coast29 Apr 2022
If Syrix dies at the same time as another Phoenix, its last ability won't trigger. It must be in the graveyard already at the time that the other Phoenix dies.
Wizards of the Coast29 Apr 2022
The damage dealt by the target Phoenix as Syrix's first triggered ability resolves is equal to its own power, not the power of the creature card that left the graveyard this turn.
Wizards of the Coast29 Apr 2022
You must pay all costs for Syrix when you cast it using its last ability and you must cast it as the ability resolves. You may not wait and cast it later in the turn (unless of course the ability triggers and resolves again).
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 glossaryBRPlayers write colors as letters: B for black, R for red.Graveyard/Self-MillGraveyard decks fill their own graveyard on purpose, then play cards from it as if it were a second hand. Moving cards from the top of your own deck straight into the graveyard is called self-mill.Open the Graveyard/Self-Mill pageCast from GraveyardLets you cast spells or play lands straight from your graveyard, so the graveyard becomes a second hand. This is different from Reanimation, which puts a creature card onto the battlefield without casting it. Karador, Ghost Chieftain, Muldrotha, the Gravetide, Yawgmoth's WillOpen the Cast from Graveyard pageRecursionBrings cards back from the graveyard: to your hand, to the battlefield, or letting them be cast again from where they lie. Eternal Witness, Reanimate, VictimizeOpen the Recursion pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageReanimatorReanimator decks put big creatures into their own graveyard early, then bring them back onto the battlefield without paying their cost. It gets a huge creature into play far sooner than you could afford to cast it.Open the Reanimator 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 pageAristocratsAristocrats decks sacrifice their own creatures on purpose and profit every time one dies, often by draining life from each opponent. A sacrifice outlet, a card that lets you sacrifice whenever you like, decides when that happens.Open the Aristocrats pageDeath TriggerTriggers when a creature dies, whether it is this creature, one of yours or an opponent's. These are the cards that pay you in an Aristocrats deck: something else makes creatures die, and these decide what you get each time. Blood Artist, Solemn SimulacrumOpen the Death Trigger pagePhoenixesFire birds returning from the grave.Open the Phoenixes 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 page
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