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Thranduil, Sindarin Liege // Silvan Rally

Thranduil, Sindarin Liege // Silvan Rally

Legendary Creature — Elf Noble // Sorcery — Adventure

Thranduil wants a deck that is built around one creature type, like Elves or Dragons. It also suits a deck that gets a reward every time it plays a land.

  • Mana cost2 genericgreen or bluegreen or blue
  • Blue, Green ()
  • Power / toughness2 / 3
  • RarityUncommon

Other Elves you control get +1/+1.

Landfall — Whenever a land you control enters, create a 1/1 green Elf creature token.

//

Mill four cards, then put up to two land cards from among them into your hand. (Then exile this card. You may cast the creature later from exile.)

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Themes

Cards That Fit Thranduil, Sindarin Liege

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

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The 6 Cards

Rulings for Thranduil, Sindarin Liege

explain how Thranduil 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 29 Jun 2026

A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.

Wizards of the Coast 29 Jun 2026

A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.

Wizards of the Coast 29 Jun 2026

An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Bilbo, Luckwearer is a blue creature card whose mana value is 2. It can't be put into your hand by the effect of Speak Secrets ("Mill four cards, then put an instant or sorcery card from among them into your hand.").

Wizards of the Coast 29 Jun 2026

An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.

Wizards of the Coast 29 Jun 2026

Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

Wizards of the Coast 29 Jun 2026

If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may play it using its primary characteristics. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.

Wizards of the Coast 29 Jun 2026

If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.

Wizards of the Coast 29 Jun 2026

If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.

Wizards of the Coast 29 Jun 2026

If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

Wizards of the Coast 29 Jun 2026

If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.

Wizards of the Coast 29 Jun 2026

If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.

Wizards of the Coast 29 Jun 2026

If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Gandalf, Party Guest ("At the beginning of combat on your turn, you may cast an instant or sorcery spell with mana value X or less from your hand without paying its mana cost, where X is twice the number of legendary Wizards you control."), you could cast Burglar's Plot from your hand without paying its mana cost (provided you control enough legendary Wizards), but not Bilbo, Luckwearer.

Wizards of the Coast 29 Jun 2026

When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

Wizards of the Coast 29 Jun 2026

Whenever a land you control enters, each landfall ability of permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (as a result, you can have those abilities resolve in the order of your choosing).

Wizards of the Coast 29 Jun 2026

You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.

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

Similar Commanders

Commanders that share the most with Thranduil, 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.Typal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff 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 pageSelf-MillPuts cards from your OWN library into your graveyard on purpose. Milling means moving cards off the top of a library into a graveyard. Aimed at an opponent that is an attack; aimed at yourself it is setup, filling the graveyard for the cards that want to use what is in it. Stitcher's Supplier, Hermit DruidOpen the Self-Mill pageLandfallLandfall decks reward you each time a land enters the battlefield for you, then find ways to play extra lands. You can normally play only one land a turn, so cards that let you play more, or pull lands out of your deck, make everything happen more often.Open the Landfall pageLandfallTriggers whenever a land enters the battlefield under your control. Extra land plays and cards that pull lands out of your deck can set it off several times in one turn. Tireless Tracker Evolution SageOpen the Landfall pageGraveyard/Self-MillGraveyard decks fill their own graveyard on purpose, then play cards from it as if it were a second hand. Moving cards from the top of your own deck straight into the graveyard is called self-mill.Open the Graveyard/Self-Mill pageToken EngineMakes tokens again and again rather than once. A token is a creature or other permanent created by a card, with no card of its own. Something that makes one token gives you a body; something that makes them every turn gives you a board you can keep rebuilding after it is cleared. Grave Titan, Bitterblossom, OphiomancerOpen the Token Engine pageElvesElves are mostly green creatures, and many make extra mana, so Elf decks can play lots of creatures very quickly.Open the Elves pageToken MakerCreates one or more tokens. Different cards make very different ones: creatures Grave Titan, Treasures Smothering Tithe, Clues Tireless Tracker or Food Gilded Goose. This is one of our largest tags, so pair it with an archetype or theme when you are hunting a specific kind.Open the Token Maker page