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Tori D'Avenant, Fury Rider

Tori D'Avenant, Fury Rider

Legendary Creature — Human Knight

Tori D'Avenant 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 cost1 genericredredwhite
  • White, Red ()
  • Power / toughness3 / 3
  • RarityUncommon

Vigilance, trample

Whenever Tori D'Avenant attacks, all other attacking creatures you control get +1/+1 until end of turn. Other red attacking creatures you control gain trample until end of turn. Untap each other white attacking creature you control.

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Archetypes

Cards That Fit Tori D'Avenant, Fury Rider

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

Rulings for Tori D'Avenant, Fury Rider

explain how Tori D'Avenant 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 9 Sep 2022

If another attacking creature is both red and white, it will get +1/+1 until end of turn, gain trample until end of turn, and be untapped.

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

Similar Commanders

Commanders that share the most with Tori D'Avenant, 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 glossaryWRPlayers write colors as letters: W for white, R for red.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 pageUntapperUntaps permanents. Untapping a land or a mana-producing artifact effectively lets you spend that mana twice in a turn, which is why untap effects turn up in so many infinite combos. Seedborn MuseOpen the Untapper 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 pageTap / Untap LoopsCards that untap your permanents, so a creature or land can be used twice in one turn. Some untap effects create endless loops that win the game.Open the Tap / Untap Loops page