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Moxonomy

The Last Ronin

Enchantment — Saga4 generic manaBlack manaGreen mana
Format takes

How this card plays

7 reviews

Chapter I fires the instant this saga resolves, so the wrath itself is on rate the turn you cast it: the board is clear immediately, and the two subsequent draw steps deliver recursion and then the closer. That timing is what makes this a graveyard-deck card rather than a generic six-mana wrath. You want the board already stalled or losing when you cast it, and you want fodder waiting in the yard for chapter II. That points at reanimator and self-mill shells, not midrange goodstuff.

Meren of Clan Nel Toth wants this most clearly. Her deck already treats its own graveyard as a second hand, so a wrath that mills four and rebuys a creature is on-theme, and the chapter III finisher closes games once Meren has ground the table to a one-creature board. Muldrotha, the Gravetide is the other home: Muldrotha replays the permanents the wrath kills, and the mill on II feeds her recursion. Both are Bracket 2-3 commanders, and this is a Bracket 2-3 card. It is too slow for cEDH, where a saga that needs two more draw steps to finish does not survive the format's pace, and too synergy-dependent to do work out of a precon.

As a sweeper alone it is worse than Damnation or Toxic Deluge on rate (six mana, no flexibility on what dies). What you pay for is the recursion and the closer stapled on. In Meren and Muldrotha lists it competes for the wrath-plus-value slot against running a clean sweeper and a separate recursion piece; the saga collapses both into one card and one timer, which is the case for it. Expect a sub-$10 secondary price. Invisible outside graveyard-matters Golgari and Sultai builds.

The Last Ronin (tmt)
TMT · #154mythic
Pricing
Normal: $1.19
Foil: $1.81
Oracle Text

Rules text

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy all creatures. II — Mill four cards. When you do, return target creature card from your graveyard to your hand. III — Whenever a creature you control attacks alone this turn, put three +1/+1 counters on it. It gains trample, lifelink, and indestructible until end of turn.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
N/A
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