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Vadrik, Astral Archmage

Vadrik, Astral Archmage

Legendary Creature — Human Wizard

Vadrik wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Daybound / Nightbound, Humans or Wizards.

  • Mana cost1 genericbluered
  • Blue, Red ()
  • Power / toughness1 / 2
  • RarityRare

If it's neither day nor night, it becomes day as Vadrik enters.

Instant and sorcery spells you cast cost X less to cast, where X is Vadrik's power.

Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.

Build a deck with Vadrik Find it in the app

Archetypes

Cards That Fit Vadrik, Astral Archmage

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

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The 6 Cards

Rulings for Vadrik, Astral Archmage

explain how Vadrik 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

All costs to cast a spell are locked in before mana abilities are activated and those costs are paid. If Vadrik's power changes after costs are locked in, or if Vadrik leaves the battlefield while you are activating mana abilities or paying those costs, the cost reduction effect won't be affected and the total cost to cast the spell won't change.

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

If a triggered ability triggers whenever day becomes night or night becomes day, it only triggers if it was already either day/night and becomes the other. It does not trigger when the game becomes day or night for the first time.

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.

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

Similar Commanders

Commanders that share the most with Vadrik, 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 glossaryURPlayers write colors as letters: U for blue, R for red. Blue is U because B was already taken by black.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters 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 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 page