Trostani, Three Whispers 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
: Target creature gains deathtouch until end of turn.
: Target creature gains vigilance until end of turn.
: Target creature gains double strike until end of turn.
Complete guide
Trostani, Three Whispers brings a versatile toolbox to the battlefield, offering three distinct combat keywords to any creature you control. This legendary dryad allows you to adapt your strategy on the fly, whether you need to hold the line or push for a lethal blow. By utilizing its activated abilities, you can transform even the smallest utility creatures into serious threats.
A Trio of Talents
Trostani features three activated abilities that target creatures. For one green and one generic mana, you can grant deathtouch. For one hybrid green or white mana, you can grant vigilance. Finally, for two white and one generic mana, you can grant double strike. Each of these effects lasts until the end of the turn and can be activated multiple times to target different creatures or the same creature for a combined effect.
Step-by-Step Resolution
To use Trostani, first ensure you have the required mana available in your pool. Announce the ability you are activating and choose a legal target creature on the battlefield. Once you pay the cost, the ability goes on the stack. When it resolves, the target creature gains the specified keyword until the cleanup step of the current turn. You can activate these abilities at any time you have priority, including during your opponent's turn or after blockers have been declared.
Timing and Strategy
The best time to use Trostani is often during the combat phase. Granting double strike after an opponent declines to block can lead to massive damage. Alternatively, giving a creature deathtouch can discourage your opponent from attacking into your board. Because the vigilance ability is so cheap, it is excellent for allowing your heavy hitters to attack while still remaining untapped to defend on the following turn.
Common Pitfalls
A common mistake is forgetting that these abilities must resolve before they take effect in combat. For example, if you want a creature to have double strike for its combat damage, you must activate the ability no later than the declare blockers step. Additionally, remember that giving a creature deathtouch after it has already dealt non-lethal damage will not retroactively destroy the creature it fought.
Interaction examples
You have Solemn Simulacrum on the field to block a large enemy attacker. Before damage, you pay {1}{G} to activate Trostani's first ability targeting the Golem. The Golem gains deathtouch, meaning it only needs to deal 1 damage to the attacker to destroy it. When the Golem dies in combat, you still get to draw a card from its own triggered ability.
During your turn, you want to pressure your opponent. You pay {2}{W} to give Sakura-Tribe Elder double strike and {G/W} to give it vigilance. The Elder can now attack for 2 total damage (in two 1-damage increments). Because it has vigilance, it remains untapped after attacking, allowing you to sacrifice it later in the opponent's turn to search for a basic land.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Trostani, Three Whispers
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Trostani, Three Whispers
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Solemn Simulacrum
Sakura-Tribe Elder