Zirda, the Dawnwaker
Legendary Creature — Elemental Fox
Oracle 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 forRules for this card
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A keyword ability that allows a player to choose one creature card from outside the game as a companion if the restriction of that card’s companion ability is met. Once a player has chosen a companion, that player may pay
to put it into their hand once during the game. See rule 702.139, “Companion.”
Rulings (17)
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Wizards of the CoastActivated 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.
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Wizards of the CoastIf you reveal a companion outside the game, for as long as it remains there, you may pay
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.
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Wizards of the CoastBefore 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.
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Wizards of the CoastThe 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.
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Wizards of the CoastPaying
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.
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Wizards of the CoastActivating 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.
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Wizards of the CoastIf 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.
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Wizards of the CoastEffects 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
if doing so reduces that cost to one mana. For example, a cycling cost of
would become
, and one of
would become
. The activation cost is unaffected if it already costs one or zero mana (such as the activation cost of Zirda's last ability).
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Wizards of the CoastAn activated mana ability is one that produces mana as it resolves, not one that costs mana to activate.
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Wizards of the CoastPermanent cards are artifact, creature, enchantment, land, and planeswalker cards. Land cards with basic land types have intrinsic activated mana abilities associated with those types.
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Wizards of the CoastThe companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.
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Wizards of the CoastThe requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.
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Wizards of the CoastYour 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.
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Wizards of the CoastYou 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.
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Wizards of the CoastPaying
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.
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Wizards of the CoastIf you reveal a companion outside the game, for as long as it remains there, you may pay
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.
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ScryfallWizards 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
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