- Commander Nexus
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- The Destined White Mage
Command zone
The Destined White Mage
Legendary Creature — Human Cleric
The Destined White Mage wants a deck that gains life over and over and gets rewarded for it. It also suits a deck that keeps making its creatures bigger turn after turn.
- Mana cost
- White ()
- Power / toughness2 / 3
- RarityRare
Lifelink
,
: Another target creature you control gains lifelink until end of turn.
Whenever you gain life, put a +1/+1 counter on target creature you control. If you have a full party, put three +1/+1 counters on that creature instead.
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- Archetypes
- Themes
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- Clerics
- Humans
- Party Mechanic
Cards That Fit The Destined White Mage
Picked for what they do in The Destined White Mage's deck. When two cards do the same job, the one with the lower comes first. All of them fit The Destined White Mage'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 Destined White Mage
explain how The Destined White Mage 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
Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, The Destined White Mage's third ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, planeswalkers, and/or battles at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
If a creature has more than one party creature type, and there are multiple ways to count that creature that could result in a different number of creatures in your party, the highest such number is used. For example, if you control a Cleric and a Cleric Wizard, the number of creatures in your party is two. You can't choose to have it be just one by counting the Cleric Wizard first as a Cleric.
If a creature you control is dealt lethal damage at the same time that you gain life, it can't receive a counter from The Destined White Mage's second ability in time to save it.
If you gain an amount of life "for each" of something or "equal to the number" of something, that life is gained as one event and The Destined White Mage's third ability triggers only once.
In a Two-Headed Giant game, life gained by your teammate won't cause The Destined White Mage's third ability to trigger, even though it caused your team's life total to increase.
Some cards refer to you having a "full party." This is true if the number of creatures in your party is four.
The Destined White Mage's second ability triggers just once for each life-gaining event, whether it's 1 life from Al Bhed Salvagers or 3 life from Balamb T-Rexaur.
To determine "the number of creatures in your party," check whether you control a Cleric, whether you control a Rogue, whether you control a Warrior, and whether you control a Wizard. The number is the total number of those checks to which you answered yes. Each creature you control can be counted for only one of those checks.
8 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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