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The Mighty Thor, Jane Foster

The Mighty Thor, Jane Foster

Legendary Creature — Human God Hero

The Mighty Thor wants a deck that arms its creatures with weapons and armor. It also suits a deck that removes its creatures and brings them right back to reuse them.

  • Mana cost1 genericwhiteblue
  • White, Blue ()
  • Power / toughness3 / 3
  • RarityRare

Flying

Whenever The Mighty Thor attacks, exile up to one target nontoken artifact or creature, then return that card to the battlefield tapped under its owner's control.

Whenever an Equipment you control enters, draw a card.

Build a deck with The Mighty Thor Find it in the app

Themes

Cards That Fit The Mighty Thor, Jane Foster

Picked for what they do in The Mighty Thor's deck. When two cards do the same job, the one with the lower comes first. All of them fit The Mighty Thor'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

Similar Commanders

Commanders that share the most with The Mighty Thor, 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 glossaryWUPlayers write colors as letters: W for white, U for blue. Blue is U because B was already taken by black.EquipmentEquipment decks attach artifacts called Equipment to their creatures to make them bigger and harder to stop. You pay a cost to equip each one, and it stays on the battlefield when the creature dies, ready to move to the next.Open the Equipment pageEquipment PayoffRewards you for casting or attaching Equipment: drawing cards, attaching for free, or attaching at instant speed. Puresteel Paladin, Sigarda's AidOpen the Equipment Payoff pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageBlink/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 pageFlicker/SaveBriefly exiles a permanent you control and immediately returns it. That saves it from a kill spell like Swords to Plowshares, and it re-triggers any enter the battlefield ability: Mulldrifter flickered is two more cards. Ephemerate, Teferi's ProtectionOpen the Flicker/Save pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageGods / DevotionGods, and cards that count your devotion: the number of mana symbols of one color among the costs of your permanents. The Theros Gods cannot be destroyed, and only become creatures when your devotion to their color is high enough.Open the Gods / Devotion page