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Tuvasa the Sunlit

Tuvasa the Sunlit

Legendary Creature — Merfolk Shaman

Tuvasa the Sunlit wants a deck that plays lots of enchantments and draws a card for each one. It also works in a deck built around Merfolk or Shaman.

  • Mana costgreenwhiteblue
  • White, Blue, Green ()
  • Power / toughness1 / 1
  • RarityMythic

Tuvasa gets +1/+1 for each enchantment you control.

Whenever you cast your first enchantment spell each turn, draw a card.

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Archetypes
Themes

Cards That Fit Tuvasa the Sunlit

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

The 6 Cards

Rulings for Tuvasa the Sunlit

explain how Tuvasa the Sunlit 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 13 Jul 2018

Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to Tuvasa may become lethal if some of your enchantments leave the battlefield during that turn.

Wizards of the Coast 13 Jul 2018

Tuvasa's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.

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

Similar Commanders

Commanders that share the most with Tuvasa the Sunlit, 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 glossaryWUGPlayers write colors as letters: W for white, U for blue, G for green. Blue is U because B was already taken by black.Aura/EnchantressEnchantress decks fill the battlefield with enchantments and use cards that draw you an extra card every time you cast one. An Aura is an enchantment that attaches to something, usually a creature, and changes it.Open the Aura/Enchantress pageEnchantment PayoffRewards you for casting or controlling enchantments, usually by drawing cards each time one enters. Sram, Senior Edificer, Eidolon of BlossomsOpen the Enchantment Payoff 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 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 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 page