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The Master, Transcendent

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 cost1 genericblackgreenblue
  • Blue, Black, Green ()
  • Power / toughness2 / 4
  • RarityMythic

When The Master enters, target player gets two rad counters.

tap: 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.Sol RingOpen the full glossary

plan6

The 6 Cards

Mutants plan6

The 6 Cards

plan6

The 6 Cards

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

Wizards of the Coast 8 Mar 2024

Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

Rad counters are a kind of counter that a player may have. They're not associated with any specific permanents.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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 ↗

Similar Commanders

Commanders that share the most with The Master, 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 glossaryUBGPlayers write colors as letters: U for blue, B for black, G for green. Blue is U because B was already taken by black.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker 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 pageRad Counters / FalloutRad counters come from Magic's Fallout cards. At the start of your first main phase, you put one card from the top of your deck into your graveyard for each rad counter, then lose 1 life and one rad counter for each of those cards that is not a land.Open the Rad Counters / Fallout page