Will Kenrith MTG Card


Card setsReleased in 5 setsSee all
Mana cost
Converted mana cost6
RarityMythic
TypeLegendary Planeswalker — Will
Abilities Partner,Partner with
Loyalty 4

Key Takeaways

  1. Will Kenrith’s abilities allow for substantial card advantage, accelerating gameplay and maintaining board command.
  2. His casting cost reduction can change game dynamics, capitalizing on resource acceleration for spell-heavy decks.
  3. He possesses versatility in deck-building, with strong combo potential and relevance in various metagames.

Text of card


+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 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.


Card Pros

Card Advantage: When you play Will Kenrith, you’re unlocking a suite of abilities known for paving the way to card advantage. His minus ability allows you to draw cards, thus refilling your hand and ensuring that you have more options each turn. This is a key strategy in maintaining command over the game.

Resource Acceleration: As a planeswalker, Will Kenrith excels in tingling the mana curve in your favor. His abilities can potentially reduce the cost of your spells, granting you a form of resource acceleration that can be critical for casting multiple spells in a single turn. This attribute can significantly change the tide of gameplay in your favor.

Instant Speed: Not only does Will Kenrith offer control and flexibility with his static abilities and loyalty abilities, but operating at instant speed is within arm’s reach. His emblem grants you the power to cast all your spells as if they had flash, enabling you to respond swiftly to any threats or opportunities that arise, upending the usual pace of play and keeping opponents on their toes.


Card Cons

Discard Requirement: Will Kenrith demands players to diligently manage their hand because as with many control cards, keeping a full grip can be critical to maximizing their potential.

Specific Mana Cost: This planeswalker calls for a specific blend of blue mana. This requirement fits his persona tightly in the lore but might constrain deck-building options, catering to decks heavy in blue mana or sacrificing consistency in multi-colored decks.

Comparatively High Mana Cost: Will Kenrith asks for a substantial investment at six mana, which, although typical for planeswalkers, can be ponderous to cast in faster-paced games or when racing against aggressive strategies.


Reasons to Include Will Kenrith in Your Collection

Versatility: Will Kenrith offers flexibility in various deck builds, acting effectively as both a control element and a setup for future plays. His ability to reduce the cost of spells can accelerate your game plan significantly.

Combo Potential: Paired with his twin, Rowan Kenrith, Will can unlock potent synergies or stand alone to support combo decks that hinge on casting multiple spells in a single turn. His -2 ability sets the stage for potential infinite combos or simply generates value over time.

Meta-Relevance: In a meta that rewards long-game strategies, Will Kenrith’s utility scales immensely, making him a valuable asset in controlling the pace and direction of a match. His loyalty abilities ensure that he remains relevant against a variety of opposing strategies.


How to beat

Will Kenrith is a versatile planeswalker that can deeply impact the game in Magic: The Gathering. As he starts with a considerable amount of loyalty and can immediately bolster your card advantage, it’s crucial to strategize effectively to conquer this challenge. Players frequently combine removal spells and direct attacks to diminish his loyalty, or employ instant-speed answers like Negate or Dovin’s Veto to counter crucial spells that could escalate his power on the board.

Pressuring your opponent to extend resources to protect Will can also be an effective tactic. By compelling your adversary to divert their spells and creatures to defend Will, you open the board for you to advance your game plan. Be mindful of your opponent’s counterplay, as timing your moves when their guard is down often leads to Will’s swift defeat. Lastly, remember to check your board state and be aware of the pivotal moment to switch gears from developing your position to aggressively targeting Will Kenrith.

Overall, an assertive strategy blended with well-timed responses and opportunistic play can dismantle the control Will Kenrith asserts in a game of Magic: The Gathering. It’s all about balancing aggression with tactical precision to emerge victorious in this intricate duel of wits and mana.


BurnMana Recommendations

Diving into the world of MTG, Will Kenrith is more than just a powerful planeswalker card; he’s a cornerstone for those looking to gain an edge over their opponents. His abilities foster crucial card advantage and resource acceleration, while his ultimate can turn the tide of any game. If you’re intrigued by the prospect of mastering Will Kenrith’s intricate playstyle or keen on constructing a deck that supports his distinctive abilities, your journey is just beginning. We encourage you to delve deeper with us. Discover the strategies that make Will Kenrith a must-have, and how he can revolutionize your MTG experience. Learn more and chart your course to dominating the game with precision and insight.


Cards like Will Kenrith

Will Kenrith shines within the pantheon of planeswalker cards in MTG, drawing favorable comparisons to other high-impact characters in the game. Like Will Kenrith, Teferi, Time Raveler offers control over the flow of the game but with a different set of abilities that prioritize tempo over card advantage. Will’s ability to decrease the cost of spells, however, is a unique feature not commonly found on other planeswalkers, giving players a distinctive edge especially in spell-heavy decks.

Another mage of note is Ral, Izzet Viceroy, whose card-advantage abilities echo those of Will Kenrith. Ral offers direct damage and provides a digging mechanism through his library, yet Will’s ultimate ability arguably has a greater potential board impact by creating a copy of each instant and sorcery spell you cast. Jace, the Mind Sculptor might also come up in discussions, with his powerful brainstorms and bounce effects. But Will’s role is less about disrupting the opponent and more about setting up for a game-winning combo.

Gazing across the multitude of MTG characters and abilities, Will Kenrith demonstrates a fine balance between augmenting spellcasting capabilities and offering versatile control, assuring his place in decks that value those synergies.

Teferi, Time Raveler - MTG Card versions
Ral, Izzet Viceroy - MTG Card versions
Jace, the Mind Sculptor - MTG Card versions
Teferi, Time Raveler - MTG Card versions
Ral, Izzet Viceroy - MTG Card versions
Jace, the Mind Sculptor - MTG Card versions

Cards similar to Will Kenrith by color, type and mana cost

Mordenkainen - MTG Card versions
Teferi, Temporal Archmage - MTG Card versions
Mu Yanling - MTG Card versions
Jace, Ingenious Mind-Mage - MTG Card versions
Tezzeret, Cruel Machinist - MTG Card versions
Jace, Arcane Strategist - MTG Card versions
Mu Yanling, Celestial Wind - MTG Card versions
Teferi, Timeless Voyager - MTG Card versions
Mordenkainen - MTG Card versions
Teferi, Temporal Archmage - MTG Card versions
Mu Yanling - MTG Card versions
Jace, Ingenious Mind-Mage - MTG Card versions
Tezzeret, Cruel Machinist - MTG Card versions
Jace, Arcane Strategist - MTG Card versions
Mu Yanling, Celestial Wind - MTG Card versions
Teferi, Timeless Voyager - MTG Card versions

Where to buy

If you're looking to purchase Will Kenrith MTG card by a specific set like Battlebond Promos and Battlebond, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Will Kenrith and other MTG cards:

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Printings

The Will Kenrith Magic the Gathering card was released in 4 different sets between 2018-06-08 and 2022-06-10. Illustrated by Anna Steinbauer.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
12018-06-08Battlebond PromosPBBD 255s2015NormalBlackAnna Steinbauer
22018-06-08BattlebondBBD 12015NormalBlackAnna Steinbauer
32018-06-08BattlebondBBD 2552015NormalBlackAnna Steinbauer
42020-09-26The ListPLST BBD-12015NormalBlackAnna Steinbauer
52022-06-10Commander Legends: Battle for Baldur's GateCLB 7382015NormalBlackAnna Steinbauer

Legalities

Magic the Gathering formats where Will Kenrith has restrictions

FormatLegality
CommanderLegal
LegacyLegal
OathbreakerLegal
VintageLegal
DuelLegal

Rules and information

The reference guide for Magic: The Gathering Will Kenrith card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2018-06-08 An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
2018-06-08 Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
2018-06-08 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.
2018-06-08 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.
2018-06-08 If an affected creature gains an ability after Will's first ability resolves, it will keep that ability.
2018-06-08 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).
2018-06-08 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.
2018-06-08 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.
2018-06-08 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.
2018-06-08 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.
2018-06-08 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.
2018-06-08 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 one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
2018-06-08 Rowan's second ability targets only the player. Tapped creatures with hexproof that player controls will be dealt damage as that ability resolves.
2018-06-08 The ability of Will's emblem can copy any instant or sorcery spell, not just one with targets. Similarly, the ability of Rowan's emblem can copy any activated ability that isn't a mana ability. A mana ability is an ability that produces mana, not an ability that costs mana.
2018-06-08 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.
2018-06-08 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.
2018-06-08 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.
2018-06-08 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.
2018-06-08 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).
2018-06-08 The last abilities of Will and Rowan apply to Commander games only. They have no effect in other games.
2018-06-08 The second ability represented by the “partner with
-ame]” 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
-ame]” 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.
2018-06-08 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.
2018-06-08 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.
2018-06-08 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.
2018-06-08 “Partner with
-ame]” 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
-ame], reveal it, put it into their hand, then shuffle their library.”

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