- Commander Nexus
- Commanders
- The Capitoline Triad
Command zone
The Capitoline Triad
Legendary Creature — God Artificer
The Capitoline Triad wants a deck that is full of legendary creatures and other legendary cards. It also suits a deck that fills its discard pile and plays cards back out of it.
- Mana cost
- Colorless
- Power / toughness7 / 7
- RarityMythic
Those Who Came Before — This spell costs less to cast for each historic card in your graveyard. (Artifacts, legendaries, and Sagas are historic.)
Exile any number of historic cards from your graveyard with total mana value 30 or greater: You get an emblem with "Creatures you control have base power and toughness 9/9."
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- Archetypes
- Themes
Cards That Fit The Capitoline Triad
Picked for what they do in The Capitoline Triad's deck. When two cards do the same job, the one with the lower comes first. All of them fit The Capitoline Triad'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
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Rulings for The Capitoline Triad
explain how The Capitoline Triad 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
A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn’t make an object more historic than another or provide an additional bonus—an object either is historic or it isn’t.
An ability that triggers “whenever you cast a historic spell” doesn’t trigger if a historic card is put onto the battlefield without being cast.
Effects that modify a creature’s power and/or toughness without setting it will apply to creatures you control no matter when they started to take effect. The same is true for counters that change a creature’s power and/or toughness.
If a card in your graveyard has {X} in its mana cost, X is 0 for the purpose of determining its mana value.
Lands are never cast, so abilities that trigger “whenever you cast a historic spell” won’t trigger if you play a legendary land. They also won’t trigger if a card on the battlefield transforms into a card with the legendary supertype, the artifact card type, or the Saga subtype.
Once you announce you’re casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can’t try to remove historic cards from your graveyard.
Once you determine the cost to cast The Capitoline Triad, you may activate mana abilities to pay that cost. If the number of historic cards in your graveyard changes while activating mana abilities, the cost to cast The Capitoline Triad remains what you previously determined.
Some abilities trigger “whenever you cast a historic spell.” Such an ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
The ability of the emblem created by The Capitoline Triad overwrites all previous effects that set the power and toughness of creatures you control to specific values. Other effects that set these characteristics to specific values that start to apply after the emblem is created will overwrite this effect.
The Capitoline Triad’s mana value doesn’t change no matter how many historic cards are in your graveyard.
The first step of casting a spell is to move it to the stack. If this causes the number of historic cards in your graveyard to change (probably because you are casting The Capitoline Triad from your graveyard), that new number will be used to determine the cost reduction.
11 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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