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Rules guide · Legendary Creature

Halsin, Emerald ArchdruidHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Commander Legends: Battle for Baldur's Gate· June 10, 2022
Carte Magic Halsin, Emerald Archdruid

Halsin, Emerald Archdruid 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

{1}: Until end of turn, target token you control becomes a green Bear creature with base power and toughness 4/4 in addition to its other colors and types. Choose a Background (You can have a Background as a second commander.)

How it works : Halsin, Emerald Archdruid

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders’ combined color identities.

    No other card is named in this ruling.

  3. #3· 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.

  4. #4· Wizards of the Coast

    If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.

    No other card is named in this ruling.

  5. #5· 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 combat damage from any one of them, not from both of them combined (although your Background won’t usually be a creature anyway).

    No other card is named in this ruling.

  6. #6· 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.

  7. #7· 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.

  8. #8· Wizards of the Coast

    You can choose two commanders that are the same color or colors.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Halsin, Emerald Archdruid
+Pitiless Plunderer
+Lightning Greaves
#1

Halsin, Emerald Archdruid + Pitiless Plunderer + Lightning Greaves

Infinite death triggersInfinite creature LTBInfinite creature sacrifice triggers
  1. 1Activate Halsin by paying {1}, causing a Treasure token to become a 4/4 Bear creature token in addition to its other types until end of turn.
  2. 2Activate Lightning Greaves' equip ability by paying {0}, attaching it to the Treasure Bear.
  3. 3Activate the Treasure Bear token by tapping and sacrificing it, adding {1}.
  4. 4The Treasure Bear dies, triggering Pitiless Plunderer, creating a Treasure token.
  5. 5Repeat.
Halsin, Emerald Archdruid
+Nick Valentine, Private Eye
+Krark-Clan Ironworks
#2

Halsin, Emerald Archdruid + Nick Valentine, Private Eye + Krark-Clan Ironworks

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggersInfinite card draw
  1. 1Activate Halsin by paying {1}, causing an artifact token you control to become a 4/4 Bear in addition to its other types until end of turn.
  2. 2Activate Krark-Clan Ironworks by sacrificing the Bear, adding {C}{C}.
  3. 3When the Bear dies, Nick Valentine triggers, creating a Clue token.
  4. 4Repeat.
Halsin, Emerald Archdruid
+Pitiless Plunderer
+Concordant Crossroads
#3

Halsin, Emerald Archdruid + Pitiless Plunderer + Concordant Crossroads

Infinite death triggersInfinite creature LTBInfinite creature sacrifice triggers
  1. 1Activate Halsin by paying {1}, causing a Treasure token to become a 4/4 Bear creature token in addition to its other types until end of turn.
  2. 2Activate the Treasure Bear token by tapping and sacrificing it, adding {1}.
  3. 3The Treasure Bear dies, triggering Pitiless Plunderer, creating a Treasure token.
  4. 4Repeat.
Halsin, Emerald Archdruid
+Nick Valentine, Private Eye
+Ashnod's Altar
#4

Halsin, Emerald Archdruid + Nick Valentine, Private Eye + Ashnod's Altar

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggersInfinite creature LTB
  1. 1Activate Halsin by paying {1}, causing an artifact token you control to become a 4/4 Bear in addition to its other types until end of turn.
  2. 2Activate Ashnod's Altar by sacrificing the Bear, adding {C}{C}.
  3. 3When the Bear dies, Nick Valentine triggers, creating a Clue token.
  4. 4Repeat.
Halsin, Emerald Archdruid
+Pitiless Plunderer
+Thousand-Year Elixir
#5

Halsin, Emerald Archdruid + Pitiless Plunderer + Thousand-Year Elixir

Infinite death triggersInfinite creature LTBInfinite creature sacrifice triggers
  1. 1Activate Halsin by paying {1}, causing a Treasure token to become a 4/4 Bear creature token in addition to its other types until end of turn.
  2. 2Activate the Treasure Bear token by tapping and sacrificing it, adding {1}.
  3. 3The Treasure Bear dies, triggering Pitiless Plunderer, creating a Treasure token.
  4. 4Repeat.
Halsin, Emerald Archdruid
+Nick Valentine, Private Eye
+Phyrexian Altar
#6

Halsin, Emerald Archdruid + Nick Valentine, Private Eye + Phyrexian Altar

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggersInfinite creature LTB
  1. 1Activate Halsin by paying {1}, causing an artifact token you control to become a 4/4 Bear in addition to its other types until end of turn.
  2. 2Activate Phyrexian Altar by sacrificing the Bear, adding {1}.
  3. 3When the Bear dies, Nick Valentine triggers, creating a Clue token.
  4. 4Repeat.
Halsin, Emerald Archdruid
+Nick Valentine, Private Eye
+Thermopod
#7

Halsin, Emerald Archdruid + Nick Valentine, Private Eye + Thermopod

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggersInfinite creature LTB
  1. 1Activate Halsin by paying {1}, causing an artifact token you control to become a 4/4 Bear in addition to its other types until end of turn.
  2. 2Activate Thermopod by sacrificing the Bear, adding {R}.
  3. 3When the Bear dies, Nick Valentine triggers, creating a Clue token.
  4. 4Repeat.
03

Legal formats

legacyvintagecommanderoathbreakerduel
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Official source