Arcane Foundry › Commanders › Mr. Foxglove
Mr. Foxglove
Legendary Creature — Fox Rogue · {2}{G}{W}{U} · Green/Blue/White commander
Lifelink
Whenever Mr. Foxglove attacks, draw cards equal to the number of cards in defending player's hand minus the number of cards in your hand. If you didn't draw cards this way, you may put a creature card from your hand onto the battlefield.
Build a Mr. Foxglove deck →
What Mr. Foxglove actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · otherWhenever Mr. Foxglove attacks, draw cards equal to the number of cards in defending player's hand minus the number of cards in your hand. If you didn't draw cards this way, you may put a creature card
- Keyword · lifelinklifelink
What a Mr. Foxglove deck needs
Plays as cheat into play. What the commander asks of the other 99 — read from the card and checked by hand.
- expensive permanents worth cheating into play
The Mr. Foxglove deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 28× Expensive on paper, cheap to actually cast — the flip payoff for a mana-value damage trigger
- 7× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 4× Answer a spell or ability before it resolves
- 3× Answer a whole board at once
- 9× Refill your hand
- 4× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Mr. Foxglove
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Expensive on paper, cheap to actually cast — the flip payoff for a mana-value damage trigger
- The Great Henge9 mana
- Dig Through Time8 mana
- Excalibur, Sword of Eden12 mana
- Ghalta, Primal Hunger12 mana
- Treasure Cruise8 mana
- Vanquish the Horde8 mana
- Ancient Stone Idol10 mana
- Emrakul, the Promised End13 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- March of Otherworldly Light1 mana
- Beast Within3 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Neoform2 mana
- Worldly Tutor1 mana
- Reshape2 mana
- March of Burgeoning Life1 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Vanquish the Horde8 mana
- Supreme Verdict4 mana
- Wrath of God4 mana
- Day of Judgment4 mana
- Shatter the Sky4 mana
- Split Up3 mana
- Winds of Abandon2 mana
- Depopulate4 mana
Refill your hand
- Esper Sentinel1 mana
- Mystic Remora1 mana
- Skullclamp1 mana
- Sylvan Library2 mana
- Curiosity1 mana
- Wizard Class1 mana
- Garruk's Uprising3 mana
- Rhystic Study3 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Bastion Protector3 mana
- Gold-Forged Thopteryx2 mana
- Codsworth, Handy Helper3 mana
- Guardian Augmenter3 mana
- Saryth, the Viper's Fang4 mana
- Avacyn, Angel of Hope8 mana
- Lost in the Maze2 mana
Get ahead on mana
- Sol Ring1 mana
- Azorius Signet2 mana
- Incubation Druid2 mana
- Simic Signet2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Ilysian Caryatid2 mana
- Selesnya Signet2 mana