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Graywater's FixerHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Outlaws of Thunder Junction Commander· April 19, 2024
Carte Magic Graywater's Fixer

Graywater's Fixer 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

Each outlaw creature card in your graveyard has encore {X}, where X is its mana value. (Exile it and pay its encore cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

Complete guide

Graywater's Fixer is a powerful Lizard Mercenary that turns your graveyard into a recurring army of bandits. By granting your fallen outlaws the encore ability, you can orchestrate a final, explosive charge across the battlefield. This card is essential for any deck looking to capitalize on the Assassin, Mercenary, Pirate, Rogue, or Warlock creature types.

Defining the Outlaw

Graywater's Fixer specifically interacts with outlaw creature cards. In Magic, a card is an outlaw if it possesses one or more of these specific creature types: Assassin, Mercenary, Pirate, Rogue, or Warlock. Even if a creature has other types, like a 'Human Pirate,' it still qualifies. While 'outlaw' itself is not a creature type you can choose for effects, this card recognizes any card in your graveyard that fits the criteria.

How Encore Works

While Graywater's Fixer is on the battlefield, each outlaw in your graveyard gains encore. To activate this, exile the card from your graveyard and pay its mana value. For every opponent you have, you create a token copy of that card. These tokens gain haste and must attack the specific opponent they were created for if able. At the start of the next end step, you sacrifice these tokens. Remember, you can only activate encore as a sorcery.

Timing and Costs

When you announce you are activating an encore ability, exiling the card is part of the cost. This means your opponents cannot react by removing the card from your graveyard with something like Tormod's Crypt once you have begun the process. However, Graywater's Fixer itself does not have encore; its ability is a static effect that only functions while it is alive on the battlefield.

Strategic Considerations

Encore is most effective in multiplayer games like Commander, as you generate more tokens for each opponent still in the game. If an effect prevents a token from attacking its designated opponent, you are free to attack another player, planeswalker, or battle. If you lose control of a token before the end step, you won't be able to sacrifice it, and it will remain on the battlefield indefinitely.

Interaction examples

Managing Mana Costs

If you have an outlaw card in your graveyard with {X} in its mana cost, X is treated as 0. This means the encore cost will only be the fixed colored and generic mana requirements of that card, making it very efficient to bring back for one last swing.

Multiplayer Assault

In a four-player game, if you use Graywater's Fixer to encore a Pirate from your graveyard, you will create three tokens. Each token is assigned to one of your three opponents. They all gain haste and must attack their assigned target unless a restriction (like a 'Propaganda' effect you choose not to pay for) stops them.

Sacrifice and Survival

If you use encore on a Warlock and an opponent uses an effect to take control of one of the resulting tokens before the end step, the sacrifice trigger will not affect that token. Since you no longer control it, you cannot sacrifice it, allowing it to stay on the battlefield under the opponent's control.

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

How it works : Graywater's Fixer

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Graywater's Fixer itself doesn't have encore. Its ability applies only while it's on the battlefield.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If the mana cost of a card in your graveyard includes {X}, X is 0 for the purpose of determining its mana value.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Exiling the card with encore is a cost to activate the ability. Once you announce that you're activating it, no player may take actions until you've finished. They can't try to remove the card from your graveyard to stop you from paying the cost.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Opponents who have left the game aren't counted when determining how many tokens to create.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    The tokens copy only what's on the original card. Effects that modified that creature when it was previously on the battlefield won't be copied.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Each token must attack the appropriate player if able.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If one of the tokens can't attack for any reason (such as being tapped), then it doesn't attack. If there's a cost associated with having it attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If an effect stops a token from attacking a specific player, that token can attack any player, planeswalker, or battle, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don't have to pay that cost unless you want to attack that player.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If one of the tokens somehow is under another player's control as the delayed triggered ability resolves, you can't sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    A card, spell, or permanent is an outlaw if it has the Assassin, Mercenary, Pirate, Rogue, or Warlock creature type. It doesn't matter if it has more than one of those creature types; as long as it has at least one, it's an outlaw.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    Outlaw is not a creature type. If an effect asks you to choose a creature type, you can't choose outlaw.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    If an ability refers to an outlaw or whether a player controls an outlaw, it's referring only to permanents with one or more of the creature types specified above. Notably, it's not referring to any spell or card not on the battlefield. However, other abilities may refer to an "outlaw spell" or "outlaw card" in a zone other than the battlefield. Those abilities refer to spells and cards with one or more of the specified creature types.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerduel
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