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Zirda, the Dawnwaker

Zirda, the Dawnwaker

Legendary Creature — Elemental Fox

Zirda wants a deck that turns its opponents against each other. It also works in a deck built around Elementals or Foxes.

  • Mana cost1 genericred or whitered or white
  • White, Red ()
  • Power / toughness3 / 3
  • RarityRare

Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for 3 generic as a sorcery.)

Abilities you activate that aren't mana abilities cost 2 generic less to activate. This effect can't reduce the mana in that cost to less than one mana.

1 generic, tap: Target creature can't block this turn.

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Archetypes

Cards That Fit Zirda, the Dawnwaker

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

Does what Zirda, the Dawnwaker does6

The 6 Cards

Rulings for Zirda, the Dawnwaker

explain how Zirda works in tricky situations. They come from Wizards of the Coast, the company that makes Magic, and from Scryfall, the card database Magic players use.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 17 Apr 2020

Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities are activated abilities (such as cycling) and will have colons in their reminder text.

Wizards of the Coast 17 Apr 2020

Activating Zirda's last ability after a creature has blocked won't remove the blocking creature from combat or cause the creature it blocked to become unblocked.

Wizards of the Coast 17 Apr 2020

An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate.

Wizards of the Coast 17 Apr 2020

Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can't reveal more than one. It remains revealed outside the game as the game begins.

Wizards of the Coast 17 Apr 2020

Effects that reduce the generic mana cost of an activation cost can't reduce that cost's colored mana requirements. The activation cost is reduced by only {1} if doing so reduces that cost to one mana. For example, a cycling cost of {2} would become {1}, and one of {1}{R} would become {R}. The activation cost is unaffected if it already costs one or zero mana (such as the activation cost of Zirda's last ability).

Wizards of the Coast 17 Apr 2020

If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can't change their mind.

Wizards of the Coast 17 Apr 2020

If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discard, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.

Wizards of the Coast 17 Apr 2020

Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.

Wizards of the Coast 17 Apr 2020

Permanent cards are artifact, creature, enchantment, land, and planeswalker cards. Land cards with basic land types have intrinsic activated mana abilities associated with those types.

Wizards of the Coast 17 Apr 2020

The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don't all have activated abilities.

Wizards of the Coast 17 Apr 2020

The companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.

Wizards of the Coast 17 Apr 2020

The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.

Wizards of the Coast 17 Apr 2020

You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.

Wizards of the Coast 17 Apr 2020

Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it's simply a card you own that's not in your starting deck.

Wizards of the Coast 1 Jun 2020

If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discarded, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.

Wizards of the Coast 1 Jun 2020

Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.

Scryfall note 1 Jun 2020

Wizards of the Coast has issued functional errata for the Companion mechanic. Instead of casting companions from outside the game: Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay {3} to put your companion from your sideboard into your hand. This is a special action, not an activated ability. It happens immediately and can’t be responded to. It can’t be countered or stopped by cards like Phyrexian Revoker. For more information please see https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement

17 rulings, 16 written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Zirda, 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 glossaryWRPlayers write colors as letters: W for white, R for red.PoliticsPolitics decks turn opponents against each other, making their creatures attack someone else or letting the whole table vote. Goad is the most common tool: a goaded creature must attack, and must attack someone other than you if it can.Open the Politics pageForced CombatForces creatures to attack, or decides who they attack, often with goad. In multiplayer it points other people's creatures at each other instead of at you. Bident of Thassa, Toski, Bearer of SecretsOpen the Forced Combat pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink 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 page