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Tovolar, Dire Overlord // Tovolar, the Midnight Scourge

Tovolar, Dire Overlord // Tovolar, the Midnight Scourge

Legendary Creature — Human Werewolf // Legendary Creature — Werewolf

Tovolar wants a deck that is built around one creature type, like Elves or Dragons. It also works in a deck built around Daybound / Nightbound, Humans or Wolves / Werewolves.

  • Mana cost1 genericredgreen
  • Red, Green ()
  • Power / toughness3 / 3
  • RarityRare

Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.

At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.

Daybound

//

Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.

Xredgreen: Target Wolf or Werewolf you control gets +X/+0 and gains trample until end of turn.

Nightbound

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Archetypes

Cards That Fit Tovolar, Dire Overlord

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

Humans plan6

The 6 Cards

Rulings for Tovolar, Dire Overlord

explain how Tovolar 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 24 Sep 2021

Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.

Wizards of the Coast 24 Sep 2021

Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.

Wizards of the Coast 24 Sep 2021

Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.

Wizards of the Coast 24 Sep 2021

If a creature you control that's a Wolf and a Werewolf deals combat damage to a player, the first ability triggers only once.

Wizards of the Coast 24 Sep 2021

If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.

Wizards of the Coast 24 Sep 2021

If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.

Wizards of the Coast 24 Sep 2021

If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.

Wizards of the Coast 24 Sep 2021

If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.

Wizards of the Coast 24 Sep 2021

If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform.

Wizards of the Coast 24 Sep 2021

Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound.

Wizards of the Coast 24 Sep 2021

The first ability of each of Tovolar's faces triggers once for each Wolf or Werewolf you control that deals combat damage to a player. For example, if you attack with three Wolf creatures and they all deal combat damage to a player, the ability triggers three times.

Wizards of the Coast 24 Sep 2021

The second ability of Tovolar, Dire Overlord seems a little strange because Tovolar and other Human Werewolf creatures in this set transform when it becomes night anyway. Tovolar, however, isn't content to transform Werewolf creatures from just one set. This ability will allow you to transform Human Werewolf creatures from previous visits to Innistrad as well.

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

Similar Commanders

Commanders that share the most with Tovolar, 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 glossaryRGPlayers write colors as letters: R for red, G for green.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 pageDaybound / NightboundDouble-faced cards that flip with the time of day: the front face shows during the day and the back face at night. It becomes night after a turn in which the player whose turn it was cast no spells, and day again after a turn in which that player cast two or more.Open the Daybound / Nightbound 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 pageDaybound / NightboundCards that flip between a day face and a night face. It becomes night after a turn in which the player whose turn it was cast no spells, and day again after a turn in which that player cast two or more.Open the Daybound / Nightbound 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 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