Numa, Joraga Chieftain 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
At the beginning of combat on your turn, you may pay. When you do, distribute X +1/+1 counters among any number of target Elves. Partner (You can have two commanders if both have partner.)
How it works : Numa, Joraga Chieftain
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Numa's triggered ability goes on the stack without a target. While that ability is resolving, you may pay
. If you do, a second ability triggers. You choose the target Elves and announce how the +1/+1 counters will be distributed as you put that ability on the stack. Each target must receive at least one +1/+1 counter. This is different from abilities that say "If you do . . ." in that players may cast spells and activate abilities after mana is paid but before counters are placed.
No other card is named in this ruling.
- #2· Wizards of the Coast
If some of the creatures are illegal targets as the reflexive triggered ability tries to resolve, the original distribution of counters still applies and the counters that would have been put on illegal targets are lost.
No other card is named in this ruling.
- #3· Wizards of the Coast
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
No other card is named in this ruling.
- #4· 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.
- #5· Wizards of the Coast
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
No other card is named in this ruling.
- #6· 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
the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
No other card is named in this ruling.
- #7· 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.
- #8· 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.
- #9· Wizards of the Coast
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Numa, Joraga Chieftain + Sage of Hours + Rukarumel, Biologist
- 1At the beginning of your combat phase, Numa triggers, causing you to pay
to put five +1/+1 counters on Sage of Hours.
- 2Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
- 3Repeat each turn.
Numa, Joraga Chieftain + Sage of Hours + Arcane Adaptation
- 1At the beginning of your combat phase, Numa triggers, causing you to pay
to put five +1/+1 counters on Sage of Hours.
- 2Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
- 3Repeat each turn.
Numa, Joraga Chieftain + Sage of Hours + Leyline of Transformation
- 1At the beginning of your combat phase, Numa triggers, causing you to pay
to put five +1/+1 counters on Sage of Hours.
- 2Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
- 3Repeat each turn.
Numa, Joraga Chieftain + Sage of Hours + Xenograft
- 1At the beginning of your combat phase, Numa triggers, causing you to pay
to put five +1/+1 counters on Sage of Hours.
- 2Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
- 3Repeat each turn.
Numa, Joraga Chieftain + Sage of Hours + Conspiracy
- 1At the beginning of your combat phase, Numa triggers, causing you to pay
to put five +1/+1 counters on Sage of Hours.
- 2Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
- 3Repeat each turn.
Legal formats
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Meta decks with Numa, Joraga Chieftain
No archived Top 8 deck with this card yet.










