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Verazol, the Split Current

Verazol, the Split Current

Legendary Creature — Serpent

Verazol wants a deck that keeps making its creatures bigger turn after turn. It also suits a deck that casts lots of instant and sorcery spells.

  • Mana costXgreenblue
  • Blue, Green ()
  • Power / toughness0 / 0
  • RarityRare

Verazol enters with a +1/+1 counter on it for each mana spent to cast it.

Whenever you cast a kicked spell, you may remove two +1/+1 counters from Verazol. If you do, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)

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Themes

Cards That Fit Verazol, the Split Current

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

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The 6 Cards

plan6

The 6 Cards

Rulings for Verazol, the Split Current

explain how Verazol 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 25 Sep 2020

A copy is created even if the spell that caused Verazol's last ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.

Wizards of the Coast 25 Sep 2020

For spells with {X} in their mana costs, the copy has the same value of X.

Wizards of the Coast 25 Sep 2020

If a permanent spell is copied, it's put onto the battlefield as a token as the spell resolves rather than putting the copy of the spell onto the battlefield. The rules that apply to a permanent spell becoming a permanent apply to a copy of a spell becoming a token.

Wizards of the Coast 25 Sep 2020

If another creature enters the battlefield as a copy of Verazol, consider how much mana was spent to cast that creature to determine how many +1/+1 counters it enters with.

Wizards of the Coast 25 Sep 2020

If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones. This doesn't apply to copying a permanent spell with a modal enters-the-battlefield ability.

Wizards of the Coast 25 Sep 2020

If Verazol enters the battlefield without being cast, then no mana was spent to cast it. It enters the battlefield without any +1/+1 counters. If no other effects are increasing its toughness at that time, it will be put into its owner's graveyard as a state-based action.

Wizards of the Coast 25 Sep 2020

The amount of mana you spent to cast Verazol is usually equal to its mana value, normally 2 plus the value chosen for X. However, you also include any additional costs you pay, including the "commander tax" in a Commander game.

Wizards of the Coast 25 Sep 2020

The copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.

Wizards of the Coast 25 Sep 2020

The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.

Wizards of the Coast 25 Sep 2020

The token that a resolving copy of a spell becomes isn't said to have been "created."

Wizards of the Coast 25 Sep 2020

Verazol's last ability can copy any kicked spell, not just one with targets.

Wizards of the Coast 25 Sep 2020

You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too. Most notably, the copy is also kicked.

Wizards of the Coast 25 Sep 2020

You can't remove more than two counters as Verazol's last ability resolves to copy the spell more than once. You can't remove just one counter from it if it has only one. If Verazol leaves the battlefield while its last ability is on the stack, you can't remove two +1/+1 counters from it at all.

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

Similar Commanders

Commanders that share the most with Verazol, 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 glossaryUGPlayers write colors as letters: U for blue, G for green. 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 ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation 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 pageSpellslingerSpellslinger decks cast lots of instants and sorceries, one-time spells, and play creatures that reward every spell you cast. Instants and sorceries take effect once and then go to your graveyard, and an instant can even be cast during another player's turn.Open the Spellslinger pageAikido / RedirectionTurns an opponent's own spell, ability or damage back on them. It changes the spell's target, copies it, or sends the damage somewhere else. Aikido is the community's name for it, borrowed from the martial art. Deflecting Swat, Narset's ReversalOpen the Aikido / Redirection pageSpell CopyingCopies a spell or an ability. The copy is not cast, so it costs nothing extra and does not set off cards that care about casting a spell. Reverberate, Storm-Kiln ArtistOpen the Spell Copying pageControlControl decks answer what everyone else plays, stopping spells and removing dangerous cards, then win slowly once they are in charge. Expect lots of removal, spells that cancel other spells, and extra card draw.Open the Control pageStack InteractionActs while a spell is waiting to take effect: countering it, changing what it targets, or copying it. When someone casts a spell it waits on the stack, and every player gets priority, a chance to respond, before it happens. Counterspell, NegateOpen the Stack Interaction 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 page