- Commander Nexus
- Commanders
- Virtus the Veiled
Command zone
Virtus the Veiled
Legendary Creature — Azra Assassin
Virtus the Veiled wants a deck that sacrifices its own creatures to drain opponents' life. It comes with a built-in partner, Gorm the Great, and the two can lead one deck together.
- Mana cost
- Black ()
- Power / toughness1 / 1
- RarityRare
Partner with Gorm the Great (When this creature enters, target player may put Gorm into their hand from their library, then shuffle.)
Deathtouch
Whenever Virtus deals combat damage to a player, that player loses half their life, rounded up.
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- Archetypes
- Themes
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- Assassins
- Azra
Cards That Fit Virtus the Veiled
Picked for what they do in Virtus the Veiled's deck. When two cards do the same job, the one with the lower comes first. All of them fit Virtus the Veiled'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
Does what Virtus the Veiled does6
Rulings for Virtus the Veiled
explain how Virtus the Veiled 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
"Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.
In a Two-Headed Giant game, a player's life total is the same as their team's life total.
Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.
The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.
Virtus's last ability triggers and resolves after combat damage is dealt. For example, if Virtus deals 1 combat damage to a player with 10 life, combat damage will reduce that player's life total to 9. Then its ability will cause the player to lose 5 life, leaving the player at 4.
11 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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