Zephyrim
Creature — Human WarriorPower and toughness3/3
Card text
Squad (As an additional cost to cast this spell, you may pay
any number of times. When this creature enters, create that many tokens that are copies of it.)
Flying, vigilance
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Showing Warhammer 40,000 Commander#20★
Price
3.09 $ foil
9 printings · up to 0.57 $
Daily estimate from Scryfall, not a shop quote.
Zephyrim rulings
If the spell is countered, the squad ability will not trigger, and no tokens will be created.
If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
If you cast Zephyrim for its miracle cost, you may also choose to pay its squad cost one or more times.
See also "New Keyword Ability: Squad" and "Returning Keyword Ability: Miracle" in the General Notes section.
You may pay the squad cost any number of times. You will get a token that is a copy of that permanent for each time you paid the squad cost.
The tokens created by the squad ability aren't "cast," so any abilities that trigger when a spell is cast won't trigger for the copies.
If, for some reason, the creature doesn't have the squad ability when it's on the battlefield, the ability won't trigger, even if you've paid the squad cost one or more times.
It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
Zephyrim keyword rules
Flying Rule 702.9
Flying is an evasion ability.
A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule , “Declare Blockers Step,” and rule , “Reach.”)
Multiple instances of flying on the same creature are redundant.
Miracle Rule 702.94
Miracle is a static ability linked to a triggered ability. (See rule .) “Miracle [cost]” means “You may reveal this card from your hand as you draw it if it’s the first card you’ve drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost.”
If a player chooses to reveal a card using its miracle ability, they play with that card revealed until that card leaves their hand, that ability resolves, or that ability otherwise leaves the stack. (See rule .)
Vigilance Rule 702.20
Vigilance is a static ability that modifies the rules for the declare attackers step.
Attacking doesn’t cause creatures with vigilance to tap. (See rule , “Declare Attackers Step.”)
Multiple instances of vigilance on the same creature are redundant.
Squad Rule 702.157
Squad is a keyword that represents two linked abilities. The first is a static ability that functions while the creature spell with squad is on the stack. The second is a triggered ability that functions when the creature with squad enters the battlefield. “Squad [cost]” means “As an additional cost to cast this spell, you may pay [cost] any number of times” and “When this creature enters, if its squad cost was paid, create a token that’s a copy of it for each time its squad cost was paid.” Paying a spell’s squad cost follows the rules for paying additional costs in rules and –h.
If a spell has multiple instances of squad, each is paid separately. If a permanent has multiple instances of squad, each triggers based on the payments made for that squad ability as it was cast, not based on payments for any other instance of squad.
Zephyrim 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
- TLRNot legal
All printings of Zephyrim 9
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