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Rules guide · Legendary Creature

Drana and LinvalaHow it works & interactions with other cards

By the ManaCount desk· 4 min read· March of the Machine· April 21, 2023
Carte Magic Drana and Linvala

Drana and Linvala 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, vigilance Activated abilities of creatures your opponents control can't be activated. Drana and Linvala has all activated abilities of all creatures your opponents control. You may spend mana as though it were mana of any color to activate those abilities.

Complete guide

Drana and Linvala is a formidable duo that shuts down opposing strategies while turning their own tools against them. This legendary creature combines evasive offense with a powerful static effect that silences your opponents' creatures. By mastery of both light and shadow, they ensure that what belongs to your enemies now belongs to you.

A One-Sided Silence

The primary strength of Drana and Linvala is their static ability that prevents opponents from activating abilities of their creatures. This applies to all activated abilities, which are identified by a colon (:) in their text. This includes mana abilities, tap abilities, and even activated keywords like equip or cycle if they are on a creature. Crucially, this does not affect triggered abilities (which start with 'when', 'whenever', or 'at') or static abilities.

Stealing the Spotlight

While your opponents are silenced, Drana and Linvala gain every activated ability those opposing creatures possess. If an ability refers to the original creature by name, you treat it as though it refers to Drana and Linvala instead. To ensure you can always use these stolen powers, the card allows you to spend mana as though it were mana of any color to pay for these activated costs.

Common Pitfalls

A common mistake is assuming Drana and Linvala gain every ability on the board. They do not gain triggered abilities, such as 'When this creature enters the battlefield.' Additionally, if you control multiple copies of Drana and Linvala (through a non-legendary clone effect), they will both have the abilities, but since they both prevent opponents from activating them, the internal layering can become complex. Remember: if an opponent plays a creature after Drana and Linvala is already on the battlefield, that creature's abilities are immediately restricted.

When to Deploy

Deploy Drana and Linvala when your opponent relies on utility creatures, mana dorks, or powerful activated finishers. Because they have vigilance and flying, they can attack for damage while remaining untapped to use any defensive activated abilities they might have 'borrowed' from your opponents' side of the board.

Interaction examples

Identifying Activated vs. Triggered Abilities

If your opponent controls Solemn Simulacrum, Drana and Linvala does not gain any abilities from it. This is because Solemn Simulacrum only has triggered abilities (starting with 'When'). Since there is no colon in its text, there is no activated ability for Drana and Linvala to steal or suppress.

Interacting with Static Type Modifiers

If an opponent controls Roaming Throne, Drana and Linvala does not gain any abilities from it. Roaming Throne features a replacement effect ('As this creature enters') and a static ability that modifies triggers, but it possesses no activated abilities. Therefore, Drana and Linvala's suppression effect has nothing to stop, and they gain no new powers from the Golem.

Strategic Vigilance

Drana and Linvala can attack during your combat phase thanks to flying and vigilance. Because they do not tap to attack, they remain ready to use any activated abilities they have gained from your opponents' creatures during your opponent's subsequent turn, providing both pressure and utility.

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

How it works : Drana and Linvala

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Drana and Linvala gains only activated abilities. It doesn’t gain triggered abilities or static abilities. Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords are activated abilities; they have colons in their reminder texts.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If an activated ability references the creature that has it by name, treat Drana and Linvala’s version of that ability as though it referenced Drana and Linvala by name instead. For example, if an opponent controls Onakke Javelineer, Drana and Linvala has the ability “{T}: Drana and Linvala deals 2 damage to target player or battle.”

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Once an ability has been activated, it doesn’t matter if Drana and Linvala loses that ability because the opposing creature with that ability leaves the battlefield (or, more optimistically, you gain control of it).

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If multiple players control a Drana and Linvala, exactly what abilities each of them has can get complex, based on what order they entered the battlefield. However, as none of those abilities can be activated, we won’t waste a lot of your time getting into it.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Drana and Linvala
+Kormus Bell
+Urborg, Tomb of Yawgmoth
#1

Drana and Linvala + Kormus Bell + Urborg, Tomb of Yawgmoth

Opponents can't activate abilities of lands or creatures they controlLockMass Land Denial
  1. 1Urborg and Kormus Bell cause all lands to be 1/1 creatures that are also Swamps in addition to their other types.
  2. 2Because Drana and Linvala prevents your opponents from activating abilities of creatures they control, your opponents cannot activate abilities of lands or creatures they control.
Drana and Linvala
+Living Plane
#2

Drana and Linvala + Living Plane

Opponents can't activate abilities of lands or creatures they controlLockMass Land Denial
  1. 1Living Plane cause all lands to be 1/1 creatures in addition to their other types.
  2. 2Because Drana and Linvala prevents your opponents from activating abilities of creatures they control, your opponents cannot activate abilities of lands or creatures they control.
Drana and Linvala
+Nature's Revolt
#3

Drana and Linvala + Nature's Revolt

Opponents can't activate abilities of lands or creatures they controlLockMass Land Denial
  1. 1Nature's Revolt cause all lands to be 2/2 creatures in addition to their other types.
  2. 2Because Drana and Linvala prevents your opponents from activating abilities of creatures they control, your opponents cannot activate abilities of lands or creatures they control.
Drana and Linvala
+Yavimaya, Cradle of Growth
+Life and Limb
#4

Drana and Linvala + Yavimaya, Cradle of Growth + Life and Limb

Opponents can't activate abilities of lands or creatures they controlLockMass Land Denial
  1. 1Life and Limb and Yavimaya cause all lands to be 1/1 Saproling creatures that are also Forests in addition to their other types.
  2. 2Because Drana and Linvala prevents your opponents from activating abilities of creatures they control, your opponents cannot activate abilities of lands or creatures they control.
Drana and Linvala
+Yavimaya, Cradle of Growth
+Living Lands
#5

Drana and Linvala + Yavimaya, Cradle of Growth + Living Lands

Opponents can't activate abilities of lands or creatures they controlLockMass Land Denial
  1. 1Living Lands and Yavimaya cause all lands to be 1/1 creatures that are also Forests in addition to their other types.
  2. 2Because Drana and Linvala prevents your opponents from activating abilities of creatures they control, your opponents cannot activate abilities of lands or creatures they control.
Asmodeus the Archfiend
+Fractured Identity
+Drana and Linvala
#6

Asmodeus the Archfiend + Fractured Identity + Drana and Linvala

Opponents can't activate abilities of creatures they controlOpponents can't draw cardsOpponents skip their draw stepsLock
  1. 1Cast Fractured Identity by paying {3}{W}{U}, exiling Asmodeus the Archfiend and causing each opponent to create a token copy of it.
  2. 2Asmodeus the Archfiend causes each opponent to exile the top card of their library whenever they would draw a card, and Drana and Linvala prevents the opponents from activating Asmodeus' abilities to retrieve those cards.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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