- Commander Nexus
- Commanders
- Zimone, Mystery Unraveler
Command zone
Zimone, Mystery Unraveler
Legendary Creature — Human Wizard
Zimone, Mystery Unraveler wants a deck that gets a reward every time it plays a land. It leads the ready-made Jump Scare! deck (2024).
- Mana cost
- Blue, Green ()
- Power / toughness3 / 3
- RarityMythic
Landfall — Whenever a land you control enters, manifest dread if this is the first time this ability has resolved this turn. Otherwise, you may turn a permanent you control face up. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Build a deck with Zimone Find it in the app
- Themes
Cards That Fit Zimone, Mystery Unraveler
Picked for what they do in Zimone's deck. When two cards do the same job, the one with the lower comes first. All of them fit Zimone'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
plan6
plan6
Decks Led by Zimone, Mystery Unraveler
Zimone leads a ready-made deck.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary
-
Jump Scare!Official precon
All 100 Cards
Commander · 1
Creatures · 32
- 1×Aesi, Tyrant of Gyre Strait
- 1×Arixmethes, Slumbering Isle
- 1×Ashaya, Soul of the Wild
- 1×Augur of Autumn
- 1×Beanstalk Giant // Fertile Footsteps
- 1×Body of Knowledge
- 1×Citanul Hierophants
- 1×Curator Beastie
- 1×Deathmist Raptor
- 1×Giggling Skitterspike
- 1×Glitch Interpreter
- 1×Greater Tanuki
- 1×Hydra Omnivore
- 1×Kefnet the Mindful
- 1×Kheru Spellsnatcher
- 1×Kianne, Corrupted Memory
- 1×Multani, Yavimaya's Avatar
- 1×Overgrown Zealot
- 1×Rashmi, Eternities Crafter
- 1×Sakura-Tribe Elder
- 1×Scute Swarm
- 1×Shigeki, Jukai Visionary
- 1×Shriekwood Devourer
- 1×Skaab Ruinator
- 1×Tatyova, Benthic Druid
- 1×Temur War Shaman
- 1×Thunderfoot Baloth
- 1×Trygon Predator
- 1×Whisperwood Elemental
- 1×Worldspine Wurm
- 1×Yavimaya Elder
- 1×Yedora, Grave Gardener
Instants · 9
Sorceries · 8
Artifacts · 4
Enchantments · 8
Lands · 38
- 1×Ash Barrens
- 1×Castle Vantress
- 1×Command Tower
- 1×Drownyard Temple
- 1×Evolving Wilds
- 1×Flooded Grove
- 9×Forest
- 1×Hinterland Harbor
- 9×Island
- 1×Mosswort Bridge
- 1×Myriad Landscape
- 1×Overflowing Basin
- 1×Quandrix Campus
- 1×Reliquary Tower
- 1×Simic Growth Chamber
- 1×Tangled Islet
- 1×Temple of Mystery
- 1×Temple of the False God
- 1×Terramorphic Expanse
- 1×Thornwood Falls
- 1×Vineglimmer Snarl
- 1×Yavimaya Coast
Rulings for Zimone, Mystery Unraveler
explain how Zimone 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
A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent and Auras and Equipment that were attached to that permanent aren't affected unless the new characteristics of the object change the legality of those targets or attachments.
Any time you have priority, you can turn a manifested permanent you control face up by revealing that it's a creature card (ignoring any copy effects or type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.
At any time, you can look at a face-down spell or permanent you control. You can't look at face-down permanents or spells you don't control unless an effect instructs or allows you to do so.
Because face-down creatures don't have a name, they can't have the same name as any other creature, even another face-down creature.
Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up.
If a face-down creature loses its abilities, it can't be turned face up with a disguise or morph ability because it will no longer have that ability (or the associated cost) once face up.
If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Similarly, if a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or the game ends.
If a manifested creature would have disguise or morph if it were face up, you may also turn it face up by paying its disguise or morph cost, as appropriate.
If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.
If your library contains only one card when you manifest dread, you'll look at that card and put it onto the battlefield face down. You won't have the option to put it into your graveyard instead. If your library contains no cards when you manifest dread, you won't do anything.
Some cards in the Duskmourn release have abilities that trigger "whenever you manifest dread." In circumstances where you are instructed to manifest dread but can't perform some or all of the steps of manifesting dread (probably because your library has one or fewer cards in it), these abilities will still trigger.
To manifest dread, look at the top two cards of your library. Manifest one (by putting it onto the battlefield face down) and put the other into your graveyard. The card you put onto the battlefield becomes a 2/2 face-down creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant it any characteristics it doesn't have or change the characteristics it does have.
Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
Unlike a face-down creature that was cast using a disguise or morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.
You must ensure that your face-down spells and permanents can be easily differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order in which they entered should remain clear, as well as what ability caused them to be face down. (This includes manifest, disguise, cloak, morph, and a few older effects that turn cards face down.) Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
19 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
Similar Commanders
Commanders that share the most with Zimone, and what they share.























