- Commander Nexus
- Commanders
- Vadrik, Astral Archmage
Command zone
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 cost
- 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 less to cast, where X is Vadrik's power.
Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.
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- Archetypes
- Themes
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.
Open the full glossary
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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
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.
Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
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.
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.
If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
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 ↗
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