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Command zone

Thelon of Havenwood

Thelon of Havenwood

Legendary Creature — Elf Druid

Thelon of Havenwood wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Druids or Elves.

  • Mana costgreengreen
  • Black, Green ()
  • Power / toughness2 / 2
  • RarityRare

Each Fungus creature gets +1/+1 for each spore counter on it.

blackgreen, Exile a Fungus card from a graveyard: Put a spore counter on each Fungus on the battlefield.

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Archetypes
Themes

Cards That Fit Thelon of Havenwood

Picked for what they do in Thelon of Havenwood's deck. When two cards do the same job, the one with the lower comes first. All of them fit Thelon of Havenwood'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 Thelon of Havenwood does6

The 6 Cards

Rulings for Thelon of Havenwood

explain how Thelon of Havenwood 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 19 Mar 2021

Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a Fungus creature may become lethal if Thelon leaves the battlefield during that turn or if spore counters are removed from the Fungus during that turn.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Thelon of Havenwood, 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 glossaryBGPlayers write colors as letters: B for black, G for green.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation 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 pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff pageGraveyard HateEmpties graveyards or stops cards from coming back out of them, shutting down decks built on reusing their graveyard. Bojuka Bog, Scavenger Grounds. It answers a whole plan rather than one card: without it, something like Eternal Witness keeps returning the same card all game.Open the Graveyard Hate pageStat ScalingA creature whose power and toughness count something, so it grows as the game goes on. It might count lands you control or cards in your graveyard. Craterhoof Behemoth, Psychosis CrawlerOpen the Stat Scaling page