- Commander Nexus
- Commanders
- Uchbenbak, the Great Mistake
Command zone
Uchbenbak, the Great Mistake
Legendary Creature — Skeleton Horror
Uchbenbak wants a deck that fills its discard pile and plays cards back out of it. It also suits a deck that brings big creatures back from the discard pile.
- Mana cost
- Blue, Black ()
- Power / toughness6 / 4
- RarityUncommon
Vigilance, menace
Descend 8 — : Return this card from your graveyard to the battlefield with a finality counter on it. Activate only if there are eight or more permanent cards in your graveyard and only as a sorcery. (If a creature with a finality counter on it would die, exile it instead.)
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- Archetypes
Cards That Fit Uchbenbak, the Great Mistake
Picked for what they do in Uchbenbak's deck. When two cards do the same job, the one with the lower comes first. All of them fit Uchbenbak'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.
Open the full glossary
plan6
Rulings for Uchbenbak, the Great Mistake
explain how Uchbenbak 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
Cards with the ability word "descend N" have abilities that care if you have at least N permanent cards in your graveyard.
Finality counters aren't keyword counters, and a finality counter doesn't give any abilities to the permanent it's on. If that permanent loses its abilities and then would go to a graveyard, it will still be exiled instead.
Finality counters don't stop permanents from going to zones other than the graveyard from the battlefield. For example, if a permanent with a finality counter on it would be put into its owner's hand from the battlefield, it does so normally.
Finality counters work on any permanent, not only creatures. If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.
Multiple finality counters on a single permanent are redundant.
Some descend triggered abilities include intervening "if" clauses (i.e. "if you have [four or eight] permanent cards in your graveyard" in the middle of the ability). Each of these abilities checks your graveyard at the moment it would trigger to see if it does. If you don't have the required number of permanent cards in your graveyard at that time, the ability doesn't trigger at all. If it does trigger, it will check again as it tries to resolve. If you don't have the required number of permanent cards in your graveyard at that time, the ability won't resolve and none of its effects will happen.
6 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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