The Mighty Thor, Jane Foster 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
Flying Whenever The Mighty Thor attacks, exile up to one target nontoken artifact or creature, then return that card to the battlefield tapped under its owner's control. Whenever an Equipment you control enters, draw a card.
Complete guide
The Mighty Thor, Jane Foster is a versatile commander that brings divine utility to the battlefield through powerful enter-the-battlefield synergies. By combining evasive combat with a reliable card-draw engine for Equipment decks, she provides both tactical control and resource advantage. Understanding how to sequence her attack triggers is key to unlocking her full potential.
Divine Restoration
The Mighty Thor's first ability is an attack trigger that allows you to exile a nontoken artifact or creature and return it to the battlefield tapped. This is a classic 'flicker' effect, which serves three primary purposes: resetting a creature's status, re-triggering 'enters' abilities, or removing blockers temporarily. Because the card returns under its owner's control, you can use this on your own permanents to gain value or on an opponent's permanent to tap it down for their next turn.
Forging the Arsenal
Her second ability provides consistent card advantage whenever an Equipment enters the battlefield under your control. Note that this trigger applies regardless of how the Equipment enters—whether cast from your hand, returned from the graveyard, or even put into play by an effect. This makes her an excellent leader for decks focused on artifacts and aggressive strategies.
Resolution Step-by-Step
When The Mighty Thor attacks, her first ability is put onto the stack and you must choose a target (if you wish to use the 'up to one' option). Upon resolution: First, the target is exiled. Second, it immediately returns to the battlefield tapped under its owner's control. Any 'enters' triggers of the returned permanent will then trigger and wait to be put on the stack after the current ability finishes resolving.
Common Mistakes
A frequent error is trying to target a token creature with her attack ability; the text explicitly states 'nontoken,' so tokens are invalid targets. Additionally, remember that the returned permanent enters tapped, meaning it cannot be used to block the next turn if you targeted your own creature, nor can it use tap abilities immediately unless it has Haste.
Interaction examples
When The Mighty Thor, Jane Foster attacks, you target your Solemn Simulacrum. The Simulacrum is exiled and returned to the battlefield tapped. This triggers its 'enters' ability again, allowing you to search for another basic land card and put it onto the battlefield, effectively doubling your ramp from a single creature.
If you have Roaming Throne on the battlefield with 'God' or 'Human' chosen, and you attack with The Mighty Thor, Jane Foster, her attack ability triggers twice. You can target two different nontoken artifacts or creatures (or the same one twice, though the second instance would likely fizzle if the first already processed). Furthermore, if an Equipment enters, Roaming Throne causes you to draw two cards instead of one.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : The Mighty Thor, Jane Foster
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Popular combos
Real combos played by the community, sorted by popularity.
Aurelia, the Warleader + The Mighty Thor, Jane Foster
- 1Declare Aurelia and The Mighty Thor as attackers, triggering their abilities.
- 2Resolve the Mighty Thor trigger, blinking Aurelia and causing it to enter tapped and attacking.
- 3Resolve the Aurelia trigger, causing you to untap all creatures you control and to get an combat phase after this one.
- 4Repeat each combat phase.
Thor, God of Thunder + Time Warp + The Mighty Thor, Jane Foster
- 1Cast Time Warp by paying its mana cost.
- 2Thor's second ability triggers, dealing damage to any target.
- 3Resolve Time Warp, causing you to take an extra turn after this one
- 4Blink Thor using The Mighty Thor.
- 5When Thor enters, it triggers, exiling Time Warp from your graveyard and allowing you to cast it from exile until the end of your next turn.
- 6Move to your next turn.
- 7Cast Time Warp from exile by paying its mana cost.
- 8Repeat from step 2.
Infinite Guideline Station + Time Sieve + The Mighty Thor, Jane Foster
- 1Cast Infinite Guideline Station either from your hand or from the command zone by paying
plus commander tax if applicable.
- 2When Infinite Guideline Station enters, it triggers, creating a 2/2 Robot artifact creature token for each multicolored permanent you control.
- 3Activate Infinite Guideline Station's station ability by tapping any number of creatures with total power 12 or greater, putting at least twelve charge counters on Infinite Guideline Station, causing it to become a creature.
- 4Activate Time Sieve by tapping it and sacrificing five Robots, causing you to take an extra turn after this one.
- 5At the beginning of your end step, The Mighty Thor triggers, blinking Infinite Guideline Station.
- 6When Infinite Guideline Station enters, it triggers, creating a 2/2 Robot artifact creature token for each multicolored permanent you control.
- 7Repeat from step 3 each turn.
Thor, God of Thunder + Temporal Manipulation + The Mighty Thor, Jane Foster
- 1Cast Temporal Manipulation by paying its mana cost.
- 2Thor's second ability triggers, dealing damage to any target.
- 3Resolve Temporal Manipulation, causing you to take an extra turn after this one
- 4Blink Thor using The Mighty Thor.
- 5When Thor enters, it triggers, exiling Temporal Manipulation from your graveyard and allowing you to cast it from exile until the end of your next turn.
- 6Move to your next turn.
- 7Cast Temporal Manipulation from exile by paying its mana cost.
- 8Repeat from step 2.
The Legend of Kuruk // Avatar Kuruk + Spark Double + The Mighty Thor, Jane Foster
- 1Activate Spark Double using Avatar Kuruk's ability by paying
minus
for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- 2At the beginning of your end step, The Mighty Thor triggers, blinking Spark Double. Choose to have it enter the battlefield as a copy of Avatar Kuruk.
- 3Repeat each turn.
The Legend of Kuruk // Avatar Kuruk + Chameleon, Master of Disguise + The Mighty Thor, Jane Foster
- 1Activate Chameleon using Avatar Kuruk's ability by paying
minus
for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- 2At the beginning of your end step, The Mighty Thor triggers, blinking Chameleon. Choose to have it enter the battlefield as a copy of Avatar Kuruk.
- 3Repeat each turn.
Timestream Navigator + Recruiter of the Guard + The Mighty Thor, Jane Foster
- 1Activate Timestream Navigator by paying
, tapping it and putting it from the battlefield onto the bottom of your library, causing you to take an extra turn after this one.
- 2Blink Recruiter of the Guard using The Mighty Thor.
- 3When Recruiter of the Guard enters, it triggers, searching your library for Timestream Navigator and putting it into your hand.
- 4Cast Timestream Navigator by paying
.
- 5Repeat each turn.
The Legend of Kuruk // Avatar Kuruk + Karn's Bastion + The Mighty Thor, Jane Foster
- 1Activate Avatar Kuruk by paying
minus
for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- 2At the beginning of your end step, The Mighty Thor triggers, blinking Avatar Kuruk and causing it to return to the battlefield as The Legend of Kuruk with a lore counter on it.
- 3The Legend of Kuruk's first chapter ability triggers, causing you to scry 2 and draw a card.
- 4Move to your next turn. At the beginning of your precombat main phase. The Legend of Kuruk triggers, putting a lore counter on it. Its second chapter ability then triggers, causing you to scry 2 and draw a card.
- 5Activate Karn's Bastion by paying
and tapping it, causing you to proliferate and put a lore counter on The Legend of Kuruk.
- 6The Legend of Kuruk's third chapter ability triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk.
- 7Repeat.
Legal formats
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Solemn Simulacrum
Roaming Throne









