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Tam, the Possibility

Tam, the Possibility

Legendary Creature — Gorgon Wizard

Tam wants a deck that plays lots of planeswalkers and keeps them safe. It also suits a deck that keeps making its creatures bigger turn after turn.

  • Mana cost1 genericgreenblue
  • All five colors ()
  • Power / toughness2 / 4
  • RarityRare

Planeswalker spells you cast cost 1 generic less to cast.

whiteblueblackredgreen, tap: Proliferate X times, where X is the number of planeswalker types among planeswalkers you control. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)

Build a deck with Tam Find it in the app

Cards That Fit Tam, the Possibility

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

Rulings for Tam, the Possibility

explain how Tam 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 21 Aug 2026

An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.

Wizards of the Coast 21 Aug 2026

If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.

Wizards of the Coast 21 Aug 2026

If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.

Wizards of the Coast 21 Aug 2026

If you proliferate multiple times, you don't have to choose the same set of players and/or permanents to get additional counters each time.

Wizards of the Coast 21 Aug 2026

Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.

Wizards of the Coast 21 Aug 2026

The value of X is determined only once, as Tam's last ability resolves.

Wizards of the Coast 21 Aug 2026

To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.

Wizards of the Coast 21 Aug 2026

To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.

Wizards of the Coast 21 Aug 2026

While proliferating multiple times, players can't respond between proliferating the first time and proliferating the second time, and so on.

Wizards of the Coast 21 Aug 2026

You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.

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

Similar Commanders

Commanders that share the most with Tam, 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 glossaryWUBRGPlayers write colors as letters: W for white, U for blue, B for black, R for red, G for green. Blue is U because B was already taken by black.SuperfriendsSuperfriends decks play lots of planeswalkers and protect them so they can use their abilities turn after turn. A planeswalker stays in play and uses one ability each turn by adding or removing loyalty counters; opponents can attack it to knock those counters off.Open the Superfriends pagePlaneswalker PayoffRewards you for having planeswalkers. A planeswalker is an ally that stays in play and uses one ability each turn by adding or removing loyalty counters. These cards protect your planeswalkers, give them extra loyalty, or let you use their abilities more often.Open the Planeswalker Payoff pageCost ModificationChanges what a spell costs to cast: cheaper for you, or more expensive for everyone. It is the broad family; Cost Reducer and Spell Tax say which direction a given card goes. Herald's Horn, Foundry InspectorOpen the Cost Modification pageProliferateAdds one more counter of each kind already there, on any players and cards on the battlefield that you choose. It grows poison counters, +1/+1 counters and loyalty counters alike.Open the Proliferate pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation page+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageCost ReducerMakes your own spells cheaper to cast. A discount every turn adds up faster than a single burst of mana. Herald's Horn, Foundry InspectorOpen the Cost Reducer pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine page