← MTG Rules

Rules guide · Legendary Creature

Akroma, Vision of IxidorHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Commander Legends· November 20, 2020
Carte Magic Akroma, Vision of Ixidor

Akroma, Vision of Ixidor is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Flying, first strike, vigilance, trample At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner. Partner

Complete guide

Akroma, Vision of Ixidor is a powerhouse legendary Angel that embodies the strength of cooperation and diverse combat skills. By rewarding your army for every keyword they possess, she transforms a board of skilled creatures into an unstoppable force.

Keyword Counting

Akroma's primary ability triggers at the beginning of each combat, including your opponents' turns. When it resolves, it checks every other creature you control for a specific list of keywords: flying, first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner. For each unique keyword from this list that a creature has, it receives a +1/+1 bonus until the end of the turn.

Resolution and Timing

The bonus is calculated only once: at the moment the triggered ability resolves. If a creature gains a keyword later in the combat phase, such as through an activated ability or a spell, it will not receive an additional bonus. Conversely, if a creature loses a keyword after the ability has resolved, it retains the bonus it already received for the duration of the turn.

Common Misconceptions

Multiple instances of the same keyword do not provide extra bonuses. For example, if a creature has two instances of lifelink, it only gets +1/+1 for lifelink. Similarly, 'protection' is treated as a single category; a creature with protection from red and protection from black still only receives a single +1/+1 bonus for having protection. Note that 'partner' refers specifically to the 'partner' or 'partner with' keywords, excluding variants like 'friends forever'.

Strategy: When to Cast Akroma

Since Akroma costs seven mana, she is a finisher meant to break a board stall. You should play her when you already have a established board presence with diverse keywords. Because her ability triggers at the beginning of 'each' combat, she is also a formidable defensive tool, buffing your blockers on your opponents' turns as long as they possess the relevant keywords.

Interaction examples

The Titan's Vigil

When the combat phase begins while you control both Akroma, Vision of Ixidor and Sun Titan, Akroma's ability checks Sun Titan. Since Sun Titan has vigilance, it gains +1/+1 until end of turn. If you use Sun Titan to attack, it will be a 7/7 creature during that combat.

Angelic Synergy

With Akroma and Avacyn, Angel of Hope on the battlefield, Avacyn provides herself and your other creatures indestructible. When Akroma's ability resolves, it sees that Avacyn has flying, vigilance, and indestructible, giving her +3/+3. Because Avacyn grants indestructible to your other creatures, those other creatures will also receive a +1/+1 bonus from Akroma specifically for having that keyword.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Akroma, Vision of Ixidor

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    A creature with more than one of the listed keyword gets +1/+1 for each of those keywords it has.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    A creature with more than one instances of one of the listed keywords gets just +1/+1 for that keyword. Similarly, if a creature has multiple variants of the same keyword (e.g. protection from black and from red), it gets just +1/+1 for that keyword.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Which creatures are affected and the size of their individual bonuses is determined only as Akroma's triggered ability resolves. Gaining or losing keywords after that time won't cause a creature to grow or shrink.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Akroma's ability refers only to creatures with partner or "partner with" abilities, not creatures with any other partner variant (such as choose a Background or friends forever).

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerduel
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Akroma, Vision of Ixidor

Explore the meta
Official source