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Zirda, the Dawnwaker

one generic manaone red or white manaone red or white manaLegendary Creature — Elemental FoxPower and toughness3/3

Card text

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 three generic mana as a sorcery.)

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

one generic mana, tap this permanent: Target creature can't block this turn.

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Price

1.59 $

Foil 2.17 $

26 printings · up to 3.43 $

Daily estimate from Scryfall, not a shop quote.

Zirda, the Dawnwaker rulings

  • 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 three generic mana 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

  • If you reveal a companion outside the game, for as long as it remains there, you may pay three generic mana 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.

  • Paying three generic mana 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.

  • 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.

  • 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.

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

  • 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 one generic mana if doing so reduces that cost to one mana. For example, a cycling cost of two generic mana would become one generic mana, and one of one generic manaone red mana would become one red mana. The activation cost is unaffected if it already costs one or zero mana (such as the activation cost of Zirda's last ability).

  • 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.

  • 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.

  • 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.

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

  • 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.

  • If you reveal a companion outside the game, for as long as it remains there, you may pay three generic mana 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.

  • Paying three generic mana 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.

  • 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.

  • 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.

  • 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.

Zirda, the Dawnwaker keyword rules

Companion Rule 702.139

Companion is a keyword ability that functions outside the game. It’s written as “Companion—[Condition].” Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. (See rule .) Once during the game, any time you have priority and the stack is empty, but only during a main phase of your turn, you may pay {3} and put that card into your hand. This is a special action that doesn’t use the stack (see rule ). This is a change from previous rules.

If a companion ability refers to your starting deck, it refers to your deck after you’ve set aside any sideboard cards. In a Commander game, this is also before you’ve set aside your commander.

Once you take the special action and put the card with companion into your hand, it remains in the game until the game ends.

Zirda, the Dawnwaker format legality

Constructed

  • StandardNot legal
  • PioneerLegal
  • ModernLegal
  • Future StandardNot legal

Eternal

  • LegacyBanned
  • VintageLegal
  • PauperNot legal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulLegal

Commander

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

Arena & online

  • HistoricLegal
  • TimelessLegal
  • AlchemyNot legal
  • GladiatorLegal
  • BrawlLegal
  • Standard BrawlNot legal
  • Competitive BrawlLegal

Other

  • TLRLegal

All printings of Zirda, the Dawnwaker 26

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Card data

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