Comprehensive Rules Glossary (August 7, 2020)
- Companion
- 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 702.138, “Companion.”
- Concede
- To quit the game. Conceding a game immediately causes that player to leave that game and lose that game. See rule 104, “Ending the Game.”
Comprehensive Rules (August 7, 2020)
- 702.138. Companion
- 702.138a 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 103.2b.) 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 and put that card into your hand. This is a special action that doesn’t use the stack (see rule 116.2g). This is a change from previous rules.
- 702.138b 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.
- 702.138c Once you take the special action and put the card with companion into your hand, it remains in the game until the game ends.
Companion Card List[]
10 results | ||
Gyruda, Doom of Depths (6) Legendary Creature — Demon Kraken (6/6) Companion — Your starting deck contains only cards with even converted mana costs. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.) When Gyruda enters the battlefield, each player mills four cards. Put a creature card with an even converted mana cost from among the milled cards onto the battlefield under your control. |
||
Jegantha, the Wellspring (5) Legendary Creature — Elemental Elk (5/5) Companion — No card in your starting deck has more than one of the same mana symbol in its mana cost. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.) : Add . This mana can't be spent to pay generic mana costs. |
||
Kaheera, the Orphanguard (3) Legendary Creature — Cat Beast (3/2) Companion — Each creature card in your starting deck is a Cat, Elemental, Nightmare, Dinosaur, or Beast card. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.) Vigilance |
||
Keruga, the Macrosage (5) Legendary Creature — Dinosaur Hippo (5/4) Companion — Your starting deck contains only cards with converted mana cost 3 or greater and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.) When Keruga, the Macrosage enters the battlefield, draw a card for each other permanent you control with converted mana cost 3 or greater. |
||
Lurrus of the Dream Den (3) Legendary Creature — Cat Nightmare (3/2) Companion — Each permanent card in your starting deck has converted mana cost 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.) Lifelink |
||
Lutri, the Spellchaser (3) Legendary Creature — Elemental Otter (3/2) Companion — Each nonland card in your starting deck has a different name. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.) Flash |
||
Obosh, the Preypiercer (5) Legendary Creature — Hellion Horror (3/5) Companion — Your starting deck contains only cards with odd converted mana costs and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.) If a source you control with an odd converted mana cost would deal damage to a permanent or player, it deals double that damage to that permanent or player instead. |
||
Umori, the Collector (4) Legendary Creature — Ooze (4/5) Companion — Each nonland card in your starting deck shares a card type. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.) As Umori, the Collector enters the battlefield, choose a card type. |
||
Yorion, Sky Nomad (5) Legendary Creature — Bird Serpent (4/5) Companion — Your starting deck contains at least twenty cards more than the minimum deck size. (If this card is your chosen companion, you may put it into your hand from outside the game for any time you could cast a sorcery.) Flying |
||
Zirda, the Dawnwaker (3) Legendary Creature — Elemental Fox (3/3) 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 any time you could cast a sorcery.) Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana. |
Abilities | Evergreen Abilities: Deathtouch • Defender • Double Strike • Enchant • Equip • First Strike • Flash • Flying • Haste • Hexproof • Indestructible • Lifelink • Menace • Prowess • Reach • Trample • Vigilance • Ward
| |
Other Keyword Abilities: Affinity • Afflict • Afterlife • Aftermath • Ascend • Blitz • Boast • Cascade • Casualty • Changeling • Cleave • Companion • Compleated • Convoke • Crew • Cycling • Decayed • Disturb • Embalm • Escape • Eternalize • Evoke • Evolve • Exalted • Exploit • Fabricate • Fear • Flashback • Foretell • Hideaway • Improvise • Jump-Start • Kicker • Landwalk • Living Weapon • Madness • Menace • Mentor • Modular • Mutate • Ninjutsu • Outlast • Overload • Persist • Protection • Prowess • Rebound • Reconfigure • Riot • Scavenge • Shroud • Spectacle • Split Second • Storm • Training • Transform • Undying • Unearth
| ||
Ability Words | Addendum • Constellation • Enrage • Landfall • Magecraft • Raid • Revolt • Undergrowth | |
| ||
Actions | Adapt • Amass • Connive • Exert • Explore • Investigate • Learn • Phase out • Proliferate • Surveil • Venture into the Dungeon |