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Zagras, Thief of Heartbeats

Zagras, Thief of Heartbeats

Legendary Creature — Vampire Rogue

Zagras wants a deck that is built around one creature type, like Elves or Dragons. It also works in a deck built around Party Mechanic, Rogues or Vampires.

  • Mana cost4 genericblackred
  • Black, Red ()
  • Power / toughness4 / 4
  • RarityRare

This spell costs 1 generic less to cast for each creature in your party.

Flying, deathtouch, haste

Other creatures you control have deathtouch.

Whenever a creature you control deals combat damage to a planeswalker, destroy that planeswalker.

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Archetypes

Cards That Fit Zagras, Thief of Heartbeats

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

Rulings for Zagras, Thief of Heartbeats

explain how Zagras 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

An ability referring to the number of creatures in your party gets a number from zero to four. Such abilities never ask which creatures are in your party, and you never have to designate specific creatures as being in your party. You can't choose to exclude creatures from this count to lower the number.

Wizards of the Coast 25 Sep 2020

If a creature has more than one party creature type, and there are multiple ways to count that creature that could result in a different number of creatures in your party, the highest such number is used. For example, if you control a Cleric and a Cleric Wizard, the number of creatures in your party is two. You can't choose to have it be just one by counting the Cleric Wizard first as a Cleric.

Wizards of the Coast 25 Sep 2020

If a spell has a cost reduction based on the number of creatures in your party, no player may attempt to change that number after you begin to cast the spell but before you pay the cost.

Wizards of the Coast 25 Sep 2020

Several cards have a cost reduction based on the number of creatures in your party. To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.

Wizards of the Coast 25 Sep 2020

To determine "the number of creatures in your party," check whether you control a Cleric, whether you control a Rogue, whether you control a Warrior, and whether you control a Wizard. The number is the total number of those checks to which you answered yes. Each creature you control can be counted for only one of those checks.

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

Similar Commanders

Commanders that share the most with Zagras, 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 glossaryBRPlayers write colors as letters: B for black, R for red.Typal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff 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 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 pageParty MechanicCards that count your party: one each of a Cleric, Rogue, Warrior and Wizard, for up to four creatures.Open the Party Mechanic page