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Zurgo and Ojutai

Zurgo and Ojutai

Legendary Creature — Orc Dragon

Zurgo and Ojutai wants a deck that is built around one creature type, like Elves or Dragons. It also works in a deck built around Dragons, Library Manipulation or Ogres / Orcs.

  • Mana cost2 genericblueredwhite
  • White, Blue, Red ()
  • Power / toughness4 / 4
  • RarityMythic

Flying, haste

Zurgo and Ojutai has hexproof as long as it entered this turn.

Whenever one or more Dragons you control deal combat damage to a player or battle, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. You may return one of those Dragons to its owner's hand.

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Archetypes

Cards That Fit Zurgo and Ojutai

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

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The 6 Cards

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The 6 Cards

plan6

The 6 Cards

Rulings for Zurgo and Ojutai

explain how Zurgo and Ojutai 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 14 Apr 2023

Because creatures with first strike deal combat damage before creatures without first strike, it’s also possible to have the ability trigger twice in the same combat by your Dragons dealing combat damage to one player at different times. This can also happen if an attacking Dragon you control has double strike.

Wizards of the Coast 14 Apr 2023

The triggered ability will trigger once for each player or battle dealt combat damage by Dragons you control, no matter how many Dragons were involved. For example, if you attack a player with three Dragons and a battle that player protects with two Dragons, and they all connect, the ability will trigger twice.

Wizards of the Coast 14 Apr 2023

You choose whether to return one of the Dragons that dealt combat damage to the player or battle as the triggered ability is resolving. This doesn’t target any of those Dragons.

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

Similar Commanders

Commanders that share the most with Zurgo and Ojutai, 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 glossaryWURPlayers write colors as letters: W for white, U for blue, R for red. Blue is U because B was already taken by black.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 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 pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageDragonsDragons are big flying creatures, most often red.Open the Dragons 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 pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation page