- Commander Nexus
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- The Master, Transcendent
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The Master, Transcendent
Legendary Artifact Creature — Mutant
The Master wants a deck that removes its creatures and brings them right back to reuse them. It also works in a deck built around Artifact Creatures, Mutants or Rad Counters / Fallout.
- Mana cost
- Blue, Black, Green ()
- Power / toughness2 / 4
- RarityMythic
When The Master enters, target player gets two rad counters.
: Put target creature card in a graveyard that was milled this turn onto the battlefield under your control. It's a green Mutant with base power and toughness 3/3. (It loses its other colors and creature types.)
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Cards That Fit The Master, Transcendent
Picked for what they do in The Master's deck. When two cards do the same job, the one with the lower comes first. All of them fit The Master'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.
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plan6
Mutants plan6
Rulings for The Master, Transcendent
explain how The Master 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
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
Effects that modify a creature's power and/or toughness will still apply to the creature as normal. The same is true for any counters that change its power and/or toughness.
If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they'll mill as many cards as they can.
If a player is instructed to put a card into their graveyard from their library without using the word "mill," (by the effect of Rowan's Grim Search from Wilds of Eldraine®, for example), that card isn't a legal target for The Master's last ability.
In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
Rad counters are a kind of counter that a player may have. They're not associated with any specific permanents.
Rad counters don't go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
The cards are milled all at once, which means abilities that trigger "whenever one or more nonland cards are milled" will trigger exactly once as long as at least one nonland card was milled.
The Master's last ability will override any characteristic-defining abilities the creature has that set its power and/or toughness. For example, if you put a Robobrain War Mind onto the battlefield with The Master's last ability, its base power and toughness will be 3/3, and the number of cards in your hand won't affect its power at all.
There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is "At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves."
11 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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