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Rules guide · Legendary Planeswalker

Will KenrithHow it works & interactions with other cards

By the ManaCount desk· 9 min read· Commander Legends: Battle for Baldur's Gate· June 10, 2022
Carte Magic Will Kenrith

Will Kenrith 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.

01

Official card text

+2: Until your next turn, up to two target creatures each have base power and toughness 0/3 and lose all abilities. −2: Target player draws two cards. Until your next turn, instant, sorcery, and planeswalker spells that player casts cost {2} less to cast. −8: Target player gets an emblem with "Whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy." Partner with Rowan Kenrith Will Kenrith can be your commander.

How it works : Will Kenrith

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Will's first ability overwrites all previous effects that set a creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply after that ability resolves will overwrite this effect.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If an affected creature gains an ability after Will's first ability resolves, it will keep that ability.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Effects that raise or lower a creature's power and/or toughness, such as the effect of Titanic Growth, will apply to the creature no matter when they started to take effect. The same is true for any counters that change its power and/or toughness and effects that switch its power and toughness.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If a creature affected by Rowan's first ability can't attack for any reason (such as being tapped or having come under that player's control that turn), then it doesn't attack. If there's a cost associated with having it attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    The copy of the spell created by Will's emblem resolves before the original spell. The same is true of the copy of the activated ability created by Rowan's emblem.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If you have two of Will's emblems, perhaps because Rowan's emblem copied Will's last ability, each one will copy a spell you cast. The same is true of Rowan's emblem in regard to abilities you activate.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    The ability of either Kenrith's emblem can copy the spell or ability even if that spell or ability is countered before the emblem's triggered ability resolves.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    The copy is created on the stack, so it's not "cast" or "activated." Abilities that trigger when a player casts a spell or activates an ability (such as either emblem's own ability) won't trigger.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    The copy will have the same targets as the spell or ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If the spell or ability that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode. A different mode can't be chosen.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If the spell or ability that's copied has an X whose value was determined as it was cast or activated (like Blaze does), the copy will have the same value of X.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    If the spell or ability has damage divided as it was cast or activated (like Chandra's Pyrohelix), the division can't be changed (although the targets receiving that damage still can).

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    The controller of a copied spell can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy. Similarly, for Rowan's emblem, effects based on non-mana costs that were paid for the original ability are copied as though those same costs were paid for the copy.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    The last abilities of Will and Rowan apply to Commander games only. They have no effect in other games.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    "Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."

    No other card is named in this ruling.

  16. #16· Wizards of the Coast

    Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.

    No other card is named in this ruling.

  17. #17· Wizards of the Coast

    The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.

    No other card is named in this ruling.

  18. #18· 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 Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.

    No other card is named in this ruling.

  19. #19· Wizards of the Coast

    Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.

    No other card is named in this ruling.

  20. #20· Wizards of the Coast

    To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.

    No other card is named in this ruling.

  21. #21· 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 {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.

    No other card is named in this ruling.

  22. #22· 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.

  23. #23· Wizards of the Coast

    The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Ghostly Flicker
+Will Kenrith
+Archaeomancer
#1

Ghostly Flicker + Will Kenrith + Archaeomancer

Infinite landfall triggersInfinite creature ETBInfinite creature LTBInfinite magecraft triggers
  1. 1Activate Will's second ability by removing two loyalty counters from it, causing target player to draw two cards and causing all instant, sorcery and planeswalker spells you cast to cost {2} less this turn.
  2. 2Activate the aritfact and/or land by tapping it, adding at least {U}.
  3. 3Cast Ghostly Flicker by paying {U}, blinking Archaeomancer and the artifact and/or land.
  4. 4Archaeomancer enters the battlefield, returning Ghostly Flicker from the graveyard to your hand.
  5. 5Repeat.
Ghostly Flicker
+Will Kenrith
+Mnemonic Wall
#2

Ghostly Flicker + Will Kenrith + Mnemonic Wall

Infinite creature ETBInfinite creature LTBInfinite magecraft triggersInfinite storm count
  1. 1Activate Will's second ability by removing two loyalty counters from it, causing target player to draw two cards and causing all instant, sorcery and planeswalker spells you cast to cost {2} less this turn.
  2. 2Activate the aritfact and/or land by tapping it, adding at least {U}.
  3. 3Cast Ghostly Flicker by paying {U}, blinking Mnemonic Wall and the artifact and/or land.
  4. 4Mnemonic Wall enters the battlefield, returning Ghostly Flicker from the graveyard to your hand.
  5. 5Repeat.
Ghostly Flicker
+Will Kenrith
+Archaeomancer
+Gilded Lotus
#3

Ghostly Flicker + Will Kenrith + Archaeomancer + Gilded Lotus

Infinite colored manaInfinite creature ETBInfinite creature LTBInfinite magecraft triggers
  1. 1Activate Will Kenrith's -2 ability targeting yourself, reducing the cost of your instant, sorcery, and planeswalker spells by {2} until end of turn and drawing you 2 cards.
  2. 2Activate Gilded Lotus by tapping it, adding {U}{U}{U}.
  3. 3Cast Ghostly Flicker by paying {U}, targeting Gilded Lotus and Archaeomancer, blinking them.
  4. 4When Archaeomancer enters the battlefield, return Ghostly Flicker to you hand.
  5. 5Repeat.
Ghostly Flicker
+Will Kenrith
+Scholar of the Ages
#4

Ghostly Flicker + Will Kenrith + Scholar of the Ages

Infinite creature ETBInfinite creature LTBInfinite magecraft triggersInfinite storm count
  1. 1Activate Will's second ability by removing two loyalty counters from it, causing target player to draw two cards and causing all instant, sorcery and planeswalker spells you cast to cost {2} less this turn.
  2. 2Activate the aritfact and/or land by tapping it, adding at least {U}.
  3. 3Cast Ghostly Flicker by paying {U}, blinking Scholar of the Ages and the artifact and/or land.
  4. 4Scholar of the Ages enters the battlefield, returning Ghostly Flicker from the graveyard to your hand.
  5. 5Repeat.
Ghostly Flicker
+Will Kenrith
+Shipwreck Dowser
#5

Ghostly Flicker + Will Kenrith + Shipwreck Dowser

Infinite creature ETBInfinite creature LTBInfinite magecraft triggersInfinite storm count
  1. 1Activate Will's second ability by removing two loyalty counters from it, causing target player to draw two cards and causing all instant, sorcery and planeswalker spells you cast to cost {2} less this turn.
  2. 2Activate the aritfact and/or land by tapping it, adding at least {U}.
  3. 3Cast Ghostly Flicker by paying {U}, blinking Shipwreck Dowser and the artifact and/or land.
  4. 4Shipwreck Dowser enters the battlefield, returning Ghostly Flicker from the graveyard to your hand.
  5. 5Repeat.
Ghostly Flicker
+Will Kenrith
+Archaeomancer
+Coveted Jewel
#6

Ghostly Flicker + Will Kenrith + Archaeomancer + Coveted Jewel

Infinite card drawInfinite draw triggersInfinite creature ETBInfinite creature LTB
  1. 1Activate Will Kenrith's -2 ability targeting yourself, reducing the cost of your instant, sorcery, and planeswalker spells by {2} until end of turn and drawing you 2 cards.
  2. 2Activate Coveted Jewel by tapping it, adding {U}{U}{U}.
  3. 3Cast Ghostly Flicker by paying {U}, targeting Coveted Jewel and Archaeomancer, blinking them.
  4. 4When Archaeomancer enters the battlefield, return Ghostly Flicker to you hand.
  5. 5When Coveted Jewel enters the battlefield, draw three cards.
  6. 6Repeat.
Ghostly Flicker
+Will Kenrith
+Shipwreck Dowser
+Gilded Lotus
#7

Ghostly Flicker + Will Kenrith + Shipwreck Dowser + Gilded Lotus

Infinite colored manaInfinite creature ETBInfinite creature LTBInfinite magecraft triggers
  1. 1Activate Will Kenrith's -2 ability targeting yourself, reducing the cost of your instant, sorcery, and planeswalker spells by {2} until end of turn and drawing you 2 cards.
  2. 2Activate Gilded Lotus by tapping it, adding {U}{U}{U}.
  3. 3Cast Ghostly Flicker by paying {U}, targeting Gilded Lotus and Shipwreck Dowser, blinking them.
  4. 4When Shipwreck Dowser enters the battlefield, return Ghostly Flicker to you hand.
  5. 5Repeat.
Ghostly Flicker
+Will Kenrith
+Scholar of the Ages
+Gilded Lotus
#8

Ghostly Flicker + Will Kenrith + Scholar of the Ages + Gilded Lotus

Infinite colored manaInfinite creature ETBInfinite creature LTBInfinite magecraft triggers
  1. 1Activate Will Kenrith's -2 ability targeting yourself, reducing the cost of your instant, sorcery, and planeswalker spells by {2} until end of turn and drawing you 2 cards.
  2. 2Activate Gilded Lotus by tapping it, adding {U}{U}{U}.
  3. 3Cast Ghostly Flicker by paying {U}, targeting Gilded Lotus and Scholar of the Ages, blinking them.
  4. 4When Scholar of the Ages enters the battlefield, return Ghostly Flicker to you hand.
  5. 5Repeat.
03

Interactions with other cards

These cards' text mentions Will Kenrith.

Related cards and tokens

04

Legal formats

legacyvintagecommanderoathbreakerduel
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Meta decks with Will Kenrith

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Official source