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Zareth San, the Trickster

Zareth San, the Trickster

Legendary Creature — Merfolk Rogue

Zareth San wants a deck that brings big creatures back from the discard pile. It also suits a deck that is built around one creature type, like Elves or Dragons.

  • Mana cost3 genericblueblack
  • Blue, Black ()
  • Power / toughness4 / 4
  • RarityRare

Flash

2 genericblueblack, Return an unblocked attacking Rogue you control to its owner's hand: Put this card from your hand onto the battlefield tapped and attacking.

Whenever Zareth San deals combat damage to a player, you may put target permanent card from that player's graveyard onto the battlefield under your control.

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Themes

Cards That Fit Zareth San, the Trickster

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

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The 6 Cards

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The 6 Cards

Rulings for Zareth San, the Trickster

explain how Zareth San 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

Although Zareth San is attacking, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).

Wizards of the Coast 25 Sep 2020

Before blockers are declared, attacking Rogues are neither blocked nor unblocked, so you can't pay the cost to activate Zareth San's second ability.

Wizards of the Coast 25 Sep 2020

If a creature in combat has first strike or double strike, you can activate Zareth San's second ability during the first-strike combat damage step. Zareth San will deal combat damage during the regular combat damage step in this case, even if it somehow gains first strike.

Wizards of the Coast 25 Sep 2020

If Zareth San leaves your hand before its second ability resolves, the ability does nothing as it resolves. Zareth San remains in its new zone and the Rogue you returned remains in its owner's hand.

Wizards of the Coast 25 Sep 2020

In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any permanents you control from Zareth San's last ability are exiled.

Wizards of the Coast 25 Sep 2020

To activate Zareth San's second ability, you reveal it in your hand. It remains revealed until the ability has resolved.

Wizards of the Coast 25 Sep 2020

You choose which player or planeswalker Zareth San is attacking. It doesn't have to be attacking the same player or planeswalker that the returned Rogue was attacking.

Wizards of the Coast 25 Sep 2020

Zareth San's second ability can be activated during the declare blockers step, combat damage step, or end of combat step. If you wait until after the declare blockers step, because all combat damage is dealt at once, Zareth San won't normally deal combat damage.

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

Similar Commanders

Commanders that share the most with Zareth San, 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 glossaryUBPlayers write colors as letters: U for blue, B for black. Blue is U because B was already taken by black.ReanimatorReanimator decks put big creatures into their own graveyard early, then bring them back onto the battlefield without paying their cost. It gets a huge creature into play far sooner than you could afford to cast it.Open the Reanimator pageReanimationReturns a creature card from a graveyard straight to the battlefield, skipping its mana cost. That is why decks built around it put their biggest creatures into the graveyard on purpose. Named for Reanimate. Animate DeadOpen the Reanimation pageRecursionBrings cards back from the graveyard: to your hand, to the battlefield, or letting them be cast again from where they lie. Eternal Witness, Reanimate, VictimizeOpen the Recursion pageTypal/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 pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff pageRoguesRogues are mostly black and blue thieves and tricksters. Some steal from opponents or put cards from their deck into their graveyard.Open the Rogues pageSaboteurTriggers when a creature deals combat damage to a player, so the reward comes from connecting rather than from the damage itself. Evasion makes these far more reliable. Ragavan, Nimble PilfererOpen the Saboteur page