Skip to content
  1. Commander Nexus
  2. Commanders
  3. Thancred Waters

Command zone

Thancred Waters

Thancred Waters

Legendary Creature — Human Warrior

Thancred Waters wants a deck that casts lots of instant and sorcery spells. It also works in a deck built around Humans, Legends Matter or Warriors.

  • Mana cost4 genericwhite
  • White ()
  • Power / toughness3 / 5
  • RarityRare

Flash

Royal Guard — When Thancred Waters enters, another target legendary permanent you control gains indestructible for as long as you control Thancred Waters.

Whenever you cast a noncreature spell, Thancred Waters gains indestructible until end of turn.

Build a deck with Thancred Waters Find it in the app

Archetypes
Themes

Cards That Fit Thancred Waters

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

explain how Thancred Waters 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 6 Jun 2025

If Thancred Waters leaves the battlefield or you lose control of it before its triggered ability resolves, the target legendary permanent won't gain indestructible at all.

Wizards of the Coast 6 Jun 2025

Thancred Waters's last ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.

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

Similar Commanders

Commanders that share the most with Thancred Waters, 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.SpellslingerSpellslinger decks cast lots of instants and sorceries, one-time spells, and play creatures that reward every spell you cast. Instants and sorceries take effect once and then go to your graveyard, and an instant can even be cast during another player's turn.Open the Spellslinger pageSpellslingerRewards you for casting instants and sorceries, usually triggering each time you cast one. Storm-Kiln Artist, GuttersnipeOpen the Spellslinger pageLegends MatterCards that care about legendary cards: rewards for casting them, discounts, or bonuses for each one you control.Open the Legends Matter pageProtectionA creature with protection from something, like a color, is safe from anything with that quality. It cannot be damaged, enchanted or equipped, blocked, or targeted by it, and players remember the four with the word DEBT. It does not stop effects that neither target nor damage, like a board wipe that destroys every creature. ProgenitusOpen the Protection 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 page