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Urianger Augurelt

Urianger Augurelt

Legendary Creature — Elf Advisor

Urianger Augurelt wants a deck that steals its opponents' creatures and spells. It also suits a deck that gains life over and over and gets rewarded for it.

  • Mana costwhiteblue
  • White, Blue ()
  • Power / toughness1 / 3
  • RarityRare

Whenever you play a land from exile or cast a spell from exile, you gain 2 life.

Draw Arcanum — tap: Look at the top card of your library. You may exile it face down.

Play Arcanum — tap: Until end of turn, you may play cards exiled with Urianger Augurelt. Spells you cast this way cost 2 generic less to cast.

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Archetypes

Cards That Fit Urianger Augurelt

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

explain how Urianger Augurelt 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 6 Jun 2025

If one of the exiled cards is a land card, you may play it only if you have an available land play remaining this turn.

Wizards of the Coast 6 Jun 2025

The cost reduction applies only to generic mana in the total cost of spells you cast with the permission granted by Urianger Augurelt's last ability.

Wizards of the Coast 6 Jun 2025

To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as a flashback cost), add any cost increases (such as kicker costs), then apply any cost reductions (such as that of Urianger Augurelt's last ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.

Wizards of the Coast 6 Jun 2025

Urianger Augurelt's first ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack. (Playing a land doesn't use the stack.)

Wizards of the Coast 6 Jun 2025

You pay all costs and follow all timing rules for cards played with the permission granted by Urianger Augurelt's last ability.

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

Similar Commanders

Commanders that share the most with Urianger Augurelt, 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 glossaryWUPlayers write colors as letters: W for white, U for blue. Blue is U because B was already taken by black.TheftTheft decks take control of opponents' creatures and other cards, or cast spells from their decks, and use them against them. Some steals last one turn so you can attack with the borrowed creature; others are permanent.Open the Theft pageTheftTakes something that belongs to an opponent: a creature, another permanent, or even a spell cast straight off the top of their deck. Act of Treason, Hellkite TyrantOpen the Theft pageCost ModificationChanges what a spell costs to cast: cheaper for you, or more expensive for everyone. It is the broad family; Cost Reducer and Spell Tax say which direction a given card goes. Herald's Horn, Foundry InspectorOpen the Cost Modification pageImpulse DrawExiles cards from the top of your library and lets you play them for a short time, usually only that turn. You have to use them or lose them. Act on Impulse Prosper, Tome-BoundOpen the Impulse Draw pageLifegainLifegain decks gain life over and over and use cards that reward each gain with extra cards, creatures or damage to opponents. Everyone starts at 40 life in Commander, so the extra life also keeps you safe while you set up.Open the Lifegain pageLifegain EngineGains you life again and again, on a trigger that keeps happening, rather than once. You start at 40 life in Commander, so life is something to spend as well as a cushion, and a card like this sets off every card that rewards you for gaining it. Soul Warden, Trostani, Selesnya's VoiceOpen the Lifegain Engine pageLife GainGains you life, once or over and over. Soul Warden, The Great Henge. In Commander life is something to spend, not just a cushion, and many of these cards also set off others that reward gaining life.Open the Life Gain pageCost ReducerMakes your own spells cheaper to cast. A discount every turn adds up faster than a single burst of mana. Herald's Horn, Foundry InspectorOpen the Cost Reducer pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection page