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Tri-Sentinel, Act of Vengeance

Tri-Sentinel, Act of Vengeance

Legendary Artifact Creature — Robot Villain

Tri-Sentinel wants a deck that deals damage straight to its opponents. It also works in a deck built around Artifact Creatures, Robots or Villains.

  • Mana cost7 generic
  • Colorless
  • Power / toughness7 / 7
  • RarityRare

Flying, menace, trample

When Tri-Sentinel enters, for each opponent, Tri-Sentinel deals 3 damage to up to one target creature that player controls.

Unearth 7 generic (7 generic: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

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Archetypes

Cards That Fit Tri-Sentinel, Act of Vengeance

Picked for what they do in Tri-Sentinel's deck. When two cards do the same job, the one with the lower comes first. All of them fit Tri-Sentinel'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 Tri-Sentinel, Act of Vengeance does6

The 6 Cards

Similar Commanders

Commanders that share the most with Tri-Sentinel, 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 glossaryBurnBurn decks win by dealing damage straight to opponents with spells and abilities, rather than by attacking with creatures. Damage that hits every opponent at once counts three times over at a four-player table.Open the Burn pageBurnDeals damage directly, to creatures or to players. Because it can hit a player as easily as a creature, the same card can remove a blocker or finish off an opponent. Lightning Bolt, Blasphemous ActOpen the Burn pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageAlternative CostLets you cast a spell by paying some other cost instead of its mana cost, like life, a card from your hand, or nothing at all.Open the Alternative Cost pageRecursionBrings cards back from the graveyard: to your hand, to the battlefield, or letting them be cast again from where they lie. Eternal Witness, Reanimate, VictimizeOpen the Recursion 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 page