Cerise, Slayer of Fear 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.
Official card text
First strike, lifelink At the beginning of your second main phase, if you gained life this turn, seek a card with the highest mana value among cards in your library with mana value less than or equal to the amount of life you gained this turn.
Complete guide
Cerise, Slayer of Fear is a powerful Human Cleric Knight that turns your lifegain into precise card advantage. By monitoring how much life you have gained throughout your turn, she allows you to pull specific high-impact spells directly from your library into your hand. This legendary creature ensures that every point of healing contributes toward your next big play.
Understanding the Seek Mechanic
Cerise uses the 'seek' keyword, which is unique to digital-first formats. When you seek a card, the game searches your library for a card that matches the specific criteria and puts it into your hand without you needing to manually look through your deck or shuffle. In Cerise's case, she looks for a card with a mana value that is as high as possible, but no higher than the total amount of life you gained during the current turn.
Resolution Step-by-Step
The ability triggers at the beginning of your second main phase, which occurs after your combat phase. First, the game checks if the 'intervening if' clause is met: have you gained life this turn? If yes, the ability goes on the stack. Upon resolution, the game calculates the total life gained from all sources (lifelink, spells, or abilities). It then identifies all cards in your library with a mana value less than or equal to that total. Finally, it selects the card(s) from that group with the highest mana value among them and puts one into your hand.
Common Pitfalls
A common mistake is forgetting that Cerise only checks life gained, not your net life total change. If you gained 5 life but also lost 10 life earlier in the turn, Cerise still considers your life gain to be 5 for her effect. Also, remember that this ability only triggers during your second main phase; if you gain life after this phase has passed, you will not get an additional trigger or a retrospective seek.
Optimal Timing
To maximize Cerise, you should ensure your lifegain happens during your first main phase or during combat. Since she has lifelink and first strike, attacking with her is often the most reliable way to set up her trigger. By dealing damage in the combat phase, you ensure that by the time you reach your second main phase, the threshold for the mana value you can seek is as high as possible.
Interaction examples
If Cerise, Slayer of Fear attacks and deals 3 damage, you gain 3 life due to lifelink. At the beginning of your second main phase, Cerise triggers. If you have Solemn Simulacrum (mana value 4) and various 3-mana cards in your library, she will ignore the Simulacrum because 4 is greater than 3. Instead, she will seek one of the 3-mana cards, as they represent the highest mana value available that is less than or equal to the 3 life you gained.
If you have Roaming Throne on the battlefield with 'Human' or 'Knight' chosen, Cerise's ability will trigger twice at the start of your second main phase. If you gained 4 life this turn, the first trigger will seek a card with mana value 4 from your library. The second trigger will then resolve and seek another card with mana value 4 (or the next highest available if no 4-mana cards remain), effectively drawing you two high-impact cards for the price of one.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Cerise, Slayer of Fear
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Cerise, Slayer of Fear
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne