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The Destined White Mage

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 cost2 genericwhite
  • White ()
  • Power / toughness2 / 3
  • RarityRare

Lifelink

white, tap: 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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Themes

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.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

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

Wizards of the Coast 2 Oct 2025

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.

Wizards of the Coast 2 Oct 2025

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.

Wizards of the Coast 2 Oct 2025

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.

Wizards of the Coast 2 Oct 2025

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.

Wizards of the Coast 2 Oct 2025

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.

Wizards of the Coast 2 Oct 2025

Some cards refer to you having a "full party." This is true if the number of creatures in your party is four.

Wizards of the Coast 2 Oct 2025

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.

Wizards of the Coast 2 Oct 2025

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 ↗

Similar Commanders

Commanders that share the most with The Destined White Mage, 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.LifegainLifegain decks gain life over and over and use cards that reward each gain with extra cards, creatures or damage to opponents. Everyone starts at 40 life in Commander, so the extra life also keeps you safe while you set up.Open the Lifegain pageLifegain PayoffTurns life gain into an actual effect: draining opponents, drawing cards, or growing creatures each time you gain life. Without one of these, gaining life mostly just delays things. Vito, Thorn of the Dusk Rose, Sanguine BondOpen the Lifegain Payoff 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 pageLife GainGains you life, once or over and over. Soul Warden, The Great Henge. In Commander life is something to spend, not just a cushion, and many of these cards also set off others that reward gaining life.Open the Life Gain 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 page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageParty MechanicCards that count your party: one each of a Cleric, Rogue, Warrior and Wizard, for up to four creatures.Open the Party Mechanic pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick page