Klothys, God of Destiny 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
Indestructible As long as your devotion to red and green is less than seven, Klothys isn't a creature. At the beginning of your first main phase, exile target card from a graveyard. If it was a land card, addor
. Otherwise, you gain 2 life and Klothys deals 2 damage to each opponent.
Complete guide
Klothys, God of Destiny is a powerful legendary enchantment creature that governs the flow of resources from the graveyard. Whether she manifests as a creature or remains a divine enchantment, she provides consistent value every turn by exiling cards to generate mana or drain your opponents.
Godhood and Devotion
Klothys features the characteristic Theros God mechanics. On the battlefield, she is only a creature if your devotion to red and green is seven or greater. This means you count every red and green mana symbol in the mana costs of all permanents you control, including Klothys herself. If the count is six or less, she is a legendary enchantment but not a creature. Note that she is always a creature card in your hand, library, and graveyard, and a creature spell while on the stack.
Resolving the Destiny Trigger
At the start of your first main phase, Klothys's ability goes on the stack and requires a target card in a graveyard. Upon resolution, the card is exiled. The effect then checks the card's types: if it is a land, you add {R} or {G} to your mana pool. If it is any other card type (nonland), you gain 2 life and Klothys deals 2 damage to each opponent. If the targeted card is removed from the graveyard before the ability resolves, the entire ability fails, and you get no mana, life, or damage.
Common Mistakes
A common point of confusion is when a card has multiple types. If you exile an artifact land, it counts as a land, so you only get the mana. Additionally, if the ability targets a nonland card, you only gain 2 life once, regardless of how many opponents are damaged. Finally, remember that devotion only counts symbols in the top-right mana cost of your permanents; symbols in text boxes or reminder text do not count toward your total.
When to Play Klothys
Klothys is best deployed early to begin eating away at an opponent's graveyard resources while ramping your mana. She is particularly effective against strategies that rely on recursive threats or 'delirium' mechanics. Because she is indestructible, she is difficult for most decks to remove once she hits the table, ensuring a steady stream of life lead or extra mana for your larger spells.
Interaction examples
You can sacrifice Sakura-Tribe Elder during your opponent's turn to search for a basic land. When your first main phase begins, the Elder is in your graveyard. Klothys targets the Elder, exiling it. Since it is a nonland card, you gain 2 life and each opponent is dealt 2 damage.
After Solemn Simulacrum dies and provides a card draw, it sits in your graveyard as an artifact creature. During your next first main phase, Klothys can target a land card previously put there by a fetch land or discard effect. By exiling that land, Klothys adds {R} or {G} to your mana pool, helping you cast another high-cost spell.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Klothys, God of Destiny
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If the target card in a graveyard is an illegal target by the time Klothys’s last ability tries to resolve, the ability won’t resolve. You won’t add mana, gain life, or deal damage.
No other card is named in this ruling.
- #2· Wizards of the Coast
If you exile a land card that has another card type (such as an artifact land), you add one mana, but you won’t gain life or deal damage.
No other card is named in this ruling.
- #3· Wizards of the Coast
If you exile a nonland card, you gain only 2 life, no matter how many opponents are dealt damage.
No other card is named in this ruling.
- #4· Wizards of the Coast
In a Two-Headed Giant game, Klothys’s last ability causes the opposing team to lose 4 life and you gain 2 life.
No other card is named in this ruling.
- #5· Wizards of the Coast
Colorless and generic mana symbols (
,
,
,
,
, and so on) in mana costs of permanents you control don’t count toward your devotion to any color.
No other card is named in this ruling.
- #6· Wizards of the Coast
Mana symbols in the text boxes of permanents you control don’t count toward your devotion to any color.
No other card is named in this ruling.
- #7· Wizards of the Coast
Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
No other card is named in this ruling.
- #8· Wizards of the Coast
If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it’s still on the battlefield at that time.
No other card is named in this ruling.
- #9· Wizards of the Coast
If you put an Aura on an opponent’s permanent, you still control the Aura, and mana symbols in its mana cost count towards your devotion.
No other card is named in this ruling.
- #10· Wizards of the Coast
Your devotion to two colors is the number of mana symbols among mana costs of permanents you control that are the first color, the second, or both. If an effect counts your devotion to two colors, a hybrid symbol that is both of those colors is counted just once.
No other card is named in this ruling.
- #11· Wizards of the Coast
The type-changing ability that can make a God not be a creature functions only on the battlefield. It’s always a creature card in other zones, regardless of your devotion to its color. It’s always a creature spell while it’s on the stack.
No other card is named in this ruling.
- #12· Wizards of the Coast
As a God enters the battlefield, your devotion to its color will determine whether any replacement effects that affect creatures entering the battlefield apply to that God. Because replacement effects are considered before the God is on the battlefield, the mana symbols in its mana cost won’t be counted when determining this.
No other card is named in this ruling.
- #13· Wizards of the Coast
When a God enters the battlefield, your devotion to its color (including the mana symbols in the mana cost of the God itself) will determine if a creature entered the battlefield or not for abilities that trigger whenever a creature enters the battlefield.
No other card is named in this ruling.
- #14· Wizards of the Coast
If a God stops being a creature, it loses the type creature and the creature type God. It continues to be a legendary enchantment.
No other card is named in this ruling.
- #15· Wizards of the Coast
The abilities of Gods function as long as they’re on the battlefield, regardless of whether they’re creatures.
No other card is named in this ruling.
- #16· Wizards of the Coast
If a God is attacking or blocking and it stops being a creature, it will be removed from combat. It won’t rejoin combat if it resumes being a creature later during that combat.
No other card is named in this ruling.
- #17· Wizards of the Coast
Counters put on a God remain on it while it’s not a creature, even if they have no effect.
No other card is named in this ruling.
- #18· Wizards of the Coast
If an effect causes a God to lose all abilities, its ability that causes it to stop being a creature still applies if appropriate.
No other card is named in this ruling.
Legal formats
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Meta decks with Klothys, God of Destiny











Sakura-Tribe Elder
Solemn Simulacrum