Sakashima of a Thousand Faces 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
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities. The "legend rule" doesn't apply to permanents you control. Partner (You can have two commanders if both have partner.)
Complete guide
Sakashima of a Thousand Faces is a master of mimicry that allows you to bypass the fundamental restrictions of legendary permanents. By effectively turning off the 'legend rule' for you, it opens up a world of powerful duplicate strategies in Commander.
What it Does
Sakashima enters the battlefield as a copy of any creature you control, but with two significant upgrades: it retains its own abilities and it prevents the 'legend rule' from applying to your permanents. This means you can control multiple copies of the same legendary creature without having to sacrifice any of them to the graveyard. Additionally, it features the Partner keyword, allowing it to start in the command zone alongside another creature with Partner to expand your color identity and strategic options.
How it Resolves
As Sakashima enters the battlefield, you choose a creature you currently control. This choice is made during resolution and does not target, so opponents cannot respond once the choice is made. Sakashima copies the printed characteristics of that creature (or the current copy characteristics if that creature is a copy itself), but it also gains its own text regarding the legend rule and its own copy ability. If the chosen creature has 'enters the battlefield' triggers, Sakashima will trigger those as it arrives.
Common Mistakes
A common point of confusion occurs when Sakashima leaves the battlefield. If you control multiple legendary permanents with the same name and Sakashima (or the effect suppressing the legend rule) is removed, the legend rule applies immediately as a state-based action. You will have to choose one to keep and put the rest into your graveyard. Another mistake is trying to copy a creature that is entering at the same time as Sakashima; you can only choose a creature that is already established on the battlefield.
When to Play It
Play Sakashima when you have a high-value creature that benefits from redundancy, especially legendary ones. It is particularly potent in decks that rely on triggered abilities, as having two of the same engine on the board usually results in exponential value. Because it has Partner, it is also a flexible choice for adding Blue to a deck while ensuring you always have access to a copy effect from the command zone.
Interaction examples
When Sakashima of a Thousand Faces enters as a copy of Solemn Simulacrum, it gains the ability to search for a basic land. Because Sakashima copies the 'enters' trigger, you search your library for a basic land card and put it onto the battlefield tapped just as the original did. When the Sakashima-copy eventually dies, you will also draw a card.
If you control Roaming Throne (with 'Human' chosen) and cast Sakashima of a Thousand Faces, you can have Sakashima enter as a copy of the Throne. You choose a creature type for the new Sakashima-Throne (such as 'Human'). Now, both permanents are on the battlefield. Because Sakashima suppresses the legend rule, you keep both. If a Human's ability triggers, both Roaming Thrones will see it, causing the ability to trigger two additional times for a total of three instances.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Sakashima of a Thousand Faces
Original English text — Wizards of the Coast / Scryfall
- #1· 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.
- #2· 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.
- #3· 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.
- #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
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 Bruse Tarl and Ishai are your commanders, your deck may contain cards with red, white, and/or blue in their color identity, but not cards with green or black.
No other card is named in this ruling.
- #6· 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.
- #7· 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.
- #8· Wizards of the Coast
If Sakashima is your commander, it remains your commander even if it's copying another creature. If Sakashima is not your commander, it remains not your commander even if it's copying your commander.
No other card is named in this ruling.
- #9· Wizards of the Coast
If the chosen creature has
in its mana cost, X is considered to be 0.
No other card is named in this ruling.
- #10· Wizards of the Coast
If another creature becomes a copy of Sakashima, that creature also has Sakashima's other abilities.
No other card is named in this ruling.
- #11· Wizards of the Coast
If the chosen creature is a token, Sakashima copies the original characteristics of that token as stated by the effect that put that token onto the battlefield. Sakashima doesn't become a token in this case.
No other card is named in this ruling.
- #12· Wizards of the Coast
If Sakashima somehow enters the battlefield at the same time as another creature, it can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
No other card is named in this ruling.
- #13· Wizards of the Coast
If the chosen creature is copying something else, then Sakashima enters the battlefield as whatever the chosen creature copied.
No other card is named in this ruling.
- #14· Wizards of the Coast
While the "legend rule" doesn't apply to permanents you control, you can control any number of legendary permanents with the same name and none of them will be put into the graveyard.
No other card is named in this ruling.
- #15· Wizards of the Coast
Any enters-the-battlefield abilities of the copied creature will trigger when Sakashima enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the chosen creature will also work.
No other card is named in this ruling.
- #16· Wizards of the Coast
Sakashima of a Thousand Faces copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below), except that it also has Sakashima's other abilities. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on. Most notably, if it copies a creature that's not normally a creature, it won't be a creature.
No other card is named in this ruling.
- #17· Wizards of the Coast
If you control more than one legendary permanent with the same name and the "legend rule" begins applying again (perhaps because Sakashima of a Thousand Faces leaves the battlefield), you'll immediately have to comply with the rule and put all but one of those permanents into the graveyard.
No other card is named in this ruling.
- #18· Wizards of the Coast
The "legend rule" is the rule that states that if a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners' graveyards. (704.5j at the time of this document's creation for those of you scoring at home.)
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Krark, the Thumbless + Sakashima of a Thousand Faces
- 1Cast the instant or sorcery that creates a copy of a creature by paying its mana cost, targeting Sakashima of a Thousand Faces.
- 2When you cast that spell, Krark and any additional copies of Krark trigger.
- 3Resolve all Krark triggers, copying that spell for each flip you won, and returning the original to your hand as long as you lost at least one flip.
- 4Resolve each copy of that spell, creating a token copy of Krark each time.
- 5If that spell is back in your hand and you need additional mana, cast the Mana Ritual by paying its costs, then repeat from step 2.
- 6If that spell is back in your hand and you have enough mana, instead repeat from step 1.
- 7If you won every flip, instead resolve the card itself, creating one more Krark token and putting the card into your graveyard.
- 8If you manage to pass a critical threshold of Krark copies before the copying spell ends up in your graveyard, this combo is overwhelmingly likely to be an infinite loop from that point on. See the widget below for failure chances.
Krark, the Thumbless + Storm-Kiln Artist + Sakashima of a Thousand Faces
- 1Cast the instant or sorcery that creates a copy of a creature by paying its mana cost, targeting Sakashima of a Thousand Faces.
- 2When you cast that spell, Krark, any additional copies of Krark, and Storm-Kiln Artist trigger.
- 3Resolve the Storm-Kiln Artist trigger, creating a Treasure token.
- 4Resolve all Krark triggers, copying that spell for each flip you won, and returning the original to your hand as long as you lost at least one flip.
- 5Each time you copy a spell, Storm-Kiln Artist triggers, creating a Treasure token.
- 6Resolve each copy of that spell, creating a token copy of Krark each time.
- 7Activate all your Treasure tokens by tapping and sacrificing them, adding one mana of any color for each one.
- 8If that spell is back in your hand, repeat from step 1.
Sakashima of a Thousand Faces + Felidar Guardian
- 1Cast Sakashima of a Thousand Faces either from your hand or from the command zone by paying
plus commander tax, if applicable, choosing to have it enter the battlefield as a copy of Felidar Guardian
- 2When Sakashima of a Thousand Faces enters the battlefield, it triggers, blinking Felidar Guardian.
- 3When Felidar Guardian enters the battlefield, it triggers, blinking Sakashima of a Thousand Faces. Choose to have Sakashima of a Thousand Faces enter the battlefield as a copy of Felidar Guardian.
- 4Repeat from step 2.
Orvar, the All-Form + Sakashima of a Thousand Faces + Mind Games
- 1Cast Mind Games with buyback by paying
, targeting Sakashima of a Thousand Faces.
- 2Orvar triggers, creating a token copy of Sakashima of a Thousand Faces that enters the battlefield as a token copy of Orvar.
- 3Resolve Mind Games, returning it to your hand.
- 4Cast Mind Games with buyback by paying
, targeting Sakashima of a Thousand Faces.
- 5Orvar and the Sakashima of a Thousand Faces token trigger, creating two token copies of Sakashima of a Thousand Faces that enters the battlefield as a token copy of Orvar.
- 6Resolve Mind Games, returning it to your hand.
- 7Cast Mind Games with buyback by paying
, targeting any Island that enters the battlefield untapped.
- 8Orvar, Sakashima of a Thousand Faces and the three Sakashima of a Thousand Faces tokens trigger, creating five token copies of the Island.
Orvar, the All-Form + Sakashima of a Thousand Faces + Whim of Volrath
- 1Cast Whim of Volrath with buyback by paying
, targeting Sakashima of a Thousand Faces.
- 2Orvar triggers, creating a token copy of Sakashima of a Thousand Faces that enters the battlefield as a token copy of Orvar.
- 3Resolve Whim of Volrath, returning it to your hand.
- 4Cast Whim of Volrath with buyback by paying
, targeting any Island that enters the battlefield untapped.
- 5Orvar, Sakashima of a Thousand Faces and the Sakashima of a Thousand Faces token trigger, creating three token copies of the Island.
- 6Resolve Whim of Volrath, returning it to your hand.
- 7Activate the Island tokens by tapping them, adding
.
- 8Repeat from step 4.
Sakashima of a Thousand Faces + Ioreth of the Healing House
- 1Activate Sakashima's second ability by tapping it, untapping Ioreth and another legendary creature you control.
- 2Activate Ioreth's second ability by tapping it, untapping Sakashima and another legendary creature you control.
- 3Repeat.
Orvar, the All-Form + Sakashima of a Thousand Faces + Clockspinning
- 1Cast Clockspinning with buyback by paying
, targeting Sakashima of a Thousand Faces.
- 2Orvar triggers, creating a token copy of Sakashima of a Thousand Faces that enters the battlefield as a token copy of Orvar.
- 3Resolve Clockspinning, returning it to your hand.
- 4Cast Clockspinning with buyback by paying
, targeting Sakashima of a Thousand Faces.
- 5Orvar and the Sakashima of a Thousand Faces token trigger, creating two token copies of Sakashima of a Thousand Faces that enters the battlefield as a token copy of Orvar.
- 6Resolve Clockspinning, returning it to your hand.
- 7Cast Clockspinning with buyback by paying
, targeting any Island that enters the battlefield untapped.
- 8Orvar, Sakashima of a Thousand Faces and the three Sakashima of a Thousand Faces tokens trigger, creating five token copies of the Island.
Kodama of the East Tree + Simic Growth Chamber + Sakashima of a Thousand Faces
- 1Play Simic Growth Chamber.
- 2Kodama of the East Tree, Sakashima of a Thousand Faces, and Simic Growth Chamber trigger.
- 3Resolve the Sakashima of a Thousand Faces trigger, choosing not to put anything from your hand onto the battlefield.
- 4Resolve the Simic Growth Chamber trigger, returning it to your hand.
- 5Resolve the Kodama of the East Tree trigger, putting Simic Growth Chamber onto the battlefield.
- 6Sakashima of a Thousand Faces and Simic Growth Chamber trigger.
- 7Resolve the Simic Growth Chamber trigger, returning it to your hand.
- 8Resolve the Sakashima of a Thousand Faces token's trigger, putting Simic Growth Chamber onto the battlefield.
Legal formats
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