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Command zone

The Vision

The Vision

Legendary Artifact Creature — Robot Hero

The Vision wants a deck that casts lots of instant and sorcery spells. It also works in a deck built around Artifact Creatures, Heroes or Robots.

  • Mana cost4 generic
  • Colorless
  • Power / toughness2 / 5
  • RarityRare

Flying, vigilance

Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —

• Solar Beam — The Vision gains double strike until end of turn.

• Density Control — The Vision gains indestructible until end of turn.

• Technopathy — Draw a card.

Build a deck with The Vision Find it in the app

Archetypes

Cards That Fit The Vision

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

Does what The Vision does6

The 6 Cards

Similar Commanders

Commanders that share the most with The Vision, 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 glossarySpellslingerSpellslinger decks cast lots of instants and sorceries, one-time spells, and play creatures that reward every spell you cast. Instants and sorceries take effect once and then go to your graveyard, and an instant can even be cast during another player's turn.Open the Spellslinger pageSpellslingerRewards you for casting instants and sorceries, usually triggering each time you cast one. Storm-Kiln Artist, GuttersnipeOpen the Spellslinger 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 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 pageProtectionA creature with protection from something, like a color, is safe from anything with that quality. It cannot be damaged, enchanted or equipped, blocked, or targeted by it, and players remember the four with the word DEBT. It does not stop effects that neither target nor damage, like a board wipe that destroys every creature. ProgenitusOpen the Protection page