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The Pride of Hull Clade

The Pride of Hull Clade

Legendary Creature — Crocodile Elk Turtle

The Pride of Hull Clade wants a deck that plays cheap creatures and attacks from the first turns. It also suits a deck that makes an army of small creatures and attacks with all of them.

  • Mana cost10 genericgreen
  • Blue, Green ()
  • Power / toughness2 / 15
  • RarityMythic

This spell costs X less to cast, where X is the total toughness of creatures you control.

Defender

2 genericblueblue: Until end of turn, target creature you control gets +1/+0, gains "Whenever this creature deals combat damage to a player, draw cards equal to its toughness," and can attack as though it didn't have defender.

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Archetypes
Themes

Cards That Fit The Pride of Hull Clade

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

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The 6 Cards

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The 6 Cards

Rulings for The Pride of Hull Clade

explain how The Pride of Hull Clade 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 Feb 2024

If the target of The Pride of Hull Clade's last ability deals combat damage to a player but leaves the battlefield before the granted triggered ability resolves, use its toughness as it last existed on the battlefield to determine how many cards to draw.

Wizards of the Coast 2 Feb 2024

Once you announce you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to reduce the total toughness of creatures you control.

Wizards of the Coast 2 Feb 2024

Once you determine the cost to cast The Pride of Hull Clade, you may activate mana abilities to pay that cost. If the total toughness of creatures you control changes while activating mana abilities, the cost to cast The Pride of Hull Clade remains what you previously determined.

Wizards of the Coast 2 Feb 2024

The first step of casting a spell is to move it to the stack. If this causes the total toughness of creatures you control to change (perhaps because you control a creature whose toughness is determined by the number of cards in your hand), that new toughness will be used to determine the cost reduction.

Wizards of the Coast 2 Feb 2024

The Pride of Hull Clade's cost reduction ability can't reduce the total cost to cast the spell below {G}.

Wizards of the Coast 2 Feb 2024

The Pride of Hull Clade's mana value doesn't change no matter what the total toughness of creatures you control is.

6 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with The Pride of Hull Clade, 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 glossaryUGPlayers write colors as letters: U for blue, G for green. Blue is U because B was already taken by black.AggroAggro decks play cheap creatures early and attack every turn, trying to knock opponents out before their bigger plans come together.Open the Aggro pageOverrunMakes your whole team bigger at once, usually with trample or another way past blockers. It turns a big group of creatures into a winning attack. Craterhoof Behemoth, Akroma's WillOpen the Overrun 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 pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageTokensToken decks fill the battlefield with small creatures made by their cards, then attack with all of them or make them all bigger at once. A token is a creature (or other object) that a card creates, not a card from your deck.Open the Tokens pageDefender / WallsWalls and other creatures with defender, which cannot attack, plus the cards that put them to work anyway. Some let these creatures attack, or deal combat damage equal to their toughness instead of their power.Open the Defender / Walls 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 page