Arcane FoundryCommanders › Tuvasa the Sunlit // Tuvasa the Sunlit

Tuvasa the Sunlit // Tuvasa the Sunlit

Tuvasa the Sunlit // Tuvasa the Sunlit

Legendary Creature — Merfolk Shaman // Legendary Creature — Merfolk Shaman · {G}{W}{U} // {G}{W}{U} · Green/Blue/White commander

Tuvasa gets +1/+1 for each enchantment you control. Whenever you cast your first enchantment spell each turn, draw a card. Tuvasa gets +1/+1 for each enchantment you control. Whenever you cast your first enchantment spell each turn, draw a card.
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What Tuvasa the Sunlit // Tuvasa the Sunlit actually does

Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.

What a Tuvasa the Sunlit // Tuvasa the Sunlit deck wants

The plan the Forge derives for this commander: the roles it fills and how many of each.

Best cards for Tuvasa the Sunlit // Tuvasa the Sunlit

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.

A permanent of the exact NON-creature type the commander counts — artifacts for an artifact commander, enchantments for an enchantress

  1. Exploration1 mana
  2. Hardened Scales1 mana
  3. Mystic Remora1 mana
  4. Wild Growth1 mana
  5. Aqueous Form1 mana
  6. Authority of the Consuls1 mana
  7. Burgeoning1 mana
  8. Curiosity1 mana

A card that is CAST to trigger the commander — reanimating or blinking it does not count

  1. Urza's Saga0 mana
  2. Exploration1 mana
  3. Hardened Scales1 mana
  4. Mystic Remora1 mana
  5. Wild Growth1 mana
  6. Valgavoth's Lair0 mana
  7. Aqueous Form1 mana
  8. Authority of the Consuls1 mana

Instants and sorceries — for a magecraft/prowess commander the spell COUNT is the engine

  1. Pact of Negation0 mana
  2. An Offer You Can't Refuse1 mana
  3. Brainstorm1 mana
  4. Crop Rotation1 mana
  5. Enlightened Tutor1 mana
  6. Mystical Tutor1 mana
  7. Opt1 mana
  8. Path to Exile1 mana

Actually remove one problem permanent — preventing its damage is not removing it

  1. Path to Exile1 mana
  2. Swords to Plowshares1 mana
  3. Reality Shift2 mana
  4. Pongify1 mana
  5. Rapid Hybridization1 mana
  6. Resculpt2 mana
  7. March of Otherworldly Light1 mana
  8. Suspend1 mana

Answer a whole board at once

  1. Final Showdown1 mana
  2. Vanquish the Horde8 mana
  3. Martyr's Cry2 mana
  4. Split Up3 mana
  5. Cathedral Membrane2 mana
  6. Citywide Bust3 mana
  7. Displacement Wave2 mana
  8. Harsh Mercy3 mana

Answer a spell or ability before it resolves

  1. Pact of Negation0 mana
  2. Counterspell2 mana
  3. Three Steps Ahead1 mana
  4. Long River's Pull2 mana
  5. Force of Will5 mana
  6. Abjure1 mana
  7. Archmage's Charm3 mana
  8. Cancel3 mana

Find the exact card the plan needs

  1. Green Sun's Zenith1 mana
  2. Nature's Rhythm2 mana
  3. Neoform2 mana
  4. Celestial Reunion1 mana
  5. Worldly Tutor1 mana
  6. Reshape2 mana
  7. March of Burgeoning Life1 mana
  8. Mask of the Mimic1 mana

Refill your hand

  1. Esper Sentinel1 mana
  2. Mystic Remora1 mana
  3. Skullclamp1 mana
  4. Curiosity1 mana
  5. Wizard Class1 mana
  6. Garruk's Uprising3 mana
  7. Rhystic Study3 mana
  8. Archivist of Oghma2 mana

Keep a permanent you control alive through removal

  1. Flowering of the White Tree2 mana
  2. Innkeeper's Talent2 mana
  3. Bastion Protector3 mana
  4. Gold-Forged Thopteryx2 mana
  5. Greater Auramancy2 mana
  6. Sterling Grove2 mana
  7. Codsworth, Handy Helper3 mana
  8. Guardian Augmenter3 mana

Build this deck in the Arcane Forge →

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