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Ludevic, Necro-Alchemist

one generic manaone blue manaone red manaLegendary Creature — Human WizardPower and toughness1/4

Card text

At the beginning of each player's end step, that player may draw a card if a player other than you lost life this turn.

Partner (You can have two commanders if both have partner.)

"How does one become a self-taught genius? Naturally, it requires brains."

Showing Commander 2016#37

Price

1.58 $ foil

19 printings

Daily estimate from Scryfall, not a shop quote.

Ludevic, Necro-Alchemist rulings

  • Damage dealt to a player causes that player to lose that much life.

  • Only one card may be drawn no matter how much life was lost or how many players lost life.

  • If a player lost life and subsequently lost the game, the player whose turn it is may draw a card.

  • Ludevic's triggered ability triggers at the beginning of each player's end step, including yours, even if no player has lost life that turn. Whether or not a player has lost life is checked only as the triggered ability resolves.

  • Ludevic's triggered ability will allow the player to draw a card if any player other than Ludevic's controller, including the player whose turn it is, lost life this turn.

  • Ludevic's ability looks at the entire turn to determine whether the player may draw a card or not. It doesn't matter whether Ludevic was on the battlefield when the opponent lost life.

  • Ludevic's ability checks only if another player lost life during the turn, not whether that player's life total decreased over the course of the turn. For example, if a player other than Ludevic's controller lost 2 life and then gained 8 life this turn, the player whose turn it is may draw a card.

  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

  • To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional two generic mana the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

  • You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

Ludevic, Necro-Alchemist keyword rules

Partner Rule 702.124

Partner abilities are keyword abilities that modify the rules for deck construction in the Commander variant (see rule ), and they function before the game begins. Each partner ability allows you to designate two legendary cards as your commander rather than one. Each partner ability has its own requirements for those two commanders. The partner abilities are: partner, partner with [name], friends forever, choose a Background, and Doctor’s companion.

Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zone.

A rule or effect that refers to your commander’s color identity refers to the combined color identities of your two commanders. See rule .

Except for determining the color identity of your commander, the two commanders function independently. When casting a commander with partner, ignore how many times your other commander has been cast (see rule ). When determining whether a player has been dealt 21 or more combat damage by the same commander, consider damage from each of your two commanders separately (see rule ).

If an effect refers to your commander while you have two commanders, it refers to either one. If an effect causes you to perform an action on your commander and it could affect both, you choose which it refers to at the time the effect is applied.

Different partner abilities are distinct from one another and cannot be combined. For example, you cannot designate two cards as your commander if one of them has “partner” and the other has “partner with [name].”

If a legendary card has more than one partner ability, you may choose which one to use when designating your commander, but you can’t use both. Notably, no partner ability or combination of partner abilities can ever let a player have more than two commanders.

“Partner” means “You may designate two legendary creature cards as your commander rather than one if each of them has partner.”

“Partner with [name]” represents two abilities. It means “You may designate two legendary creature cards as your commander rather than one if each has a ‘partner with [name]’ ability with the other’s name” and “When this permanent enters, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle.”

“Friends forever” means “You may designate two legendary creature cards as your commander rather than one if each of them has friends forever.”

“Choose a Background” means “You may designate two cards as your commander rather than one if one of them is this card and the other is a legendary Background enchantment card.” You can’t designate two cards as your commander if one has a “choose a Background” ability and the other is not a legendary Background enchantment card, and legendary Background enchantment cards can’t be your commander unless you have also designated a commander with “choose a Background.”

“Doctor’s companion” means “You may designate two legendary creature cards as your commander rather than one if one of them is this card and the other is a legendary Time Lord Doctor creature card that has no other creature types.”

If an effect refers to a partner ability by name, it means only that partner ability and not any others. If an effect refers to the partner ability or cards with partner and doesn’t mention a specific variant of the partner ability by name, it is referring only to partner, partner with [name], or cards with either of those abilities, and does not refer to any other partner variant.

Ludevic, Necro-Alchemist format legality

Constructed

  • StandardNot legal
  • PioneerNot legal
  • ModernNot legal
  • Future StandardNot legal

Eternal

  • LegacyLegal
  • VintageLegal
  • PauperNot legal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulNot legal

Commander

  • CommanderLegal
  • OathbreakerLegal
  • Pauper CommanderNot legal
  • Duel CommanderLegal
  • PreDHNot legal

Arena & online

  • HistoricNot legal
  • TimelessNot legal
  • AlchemyNot legal
  • GladiatorNot legal
  • BrawlNot legal
  • Standard BrawlNot legal
  • Competitive BrawlNot legal

Other

  • TLRLegal

All printings of Ludevic, Necro-Alchemist 19

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Card data

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