Sevinne, the Chronoclasm

Sevinne, the Chronoclasm

Color Identity

R mana
U mana
W mana

Details

Mana Value

5

Popularity

#2,950

of 3,466 commanders · via EDHREC

Card Text

Legendary Creature — Human Wizard

Prevent all damage that would be dealt to Sevinne.

Whenever you cast your first instant or sorcery spell from your graveyard each turn, copy that spell. You may choose new targets for the copy.

2/2

Playstyle

Control · Steady · Heavy interaction · Wins by combo

Aggression
1 of 5
Speed
2 of 5
Interaction
3 of 5
Combat
1 of 5
Engine
4 of 5
Complexity
4 of 5

Card Price

Strategy Guides

Spellslinger Strategy Guide

Spellslinger decks are for players who want each instant and sorcery to advance the board, refill the hand, or pressure life totals. This strategy wants to cast cheap spells across every turn cycle, using spellslinger commanders, magecraft payoffs, and copy effects, to win through accumulated damage, spell-made tokens, or card advantage. Unlike Storm, it does not need one huge chain turn, and unlike Combo it is not waiting for specific pieces to end the game at once. The best instants and sorceries decks reward steady sequencing and careful use of interaction.

Learn more about spellslinger strategies

Graveyard Strategy Guide

Graveyard decks are for players who want every discarded, milled, or destroyed card to remain part of the game plan. This strategy wants to stock the graveyard, using self-mill, discard outlets, sacrifice, and dredge-style cards, to win by recurring threats, lands, and value pieces until opponents run out of clean answers. Unlike Reanimator, graveyard value decks EDH players build are not centered on one huge creature arriving early, and unlike Mill they use self-mill as fuel rather than treating libraries as the main target. The best graveyard commanders turn the graveyard into a steady resource engine that can rebuild after removal.

Learn more about graveyard strategies

Combo Strategy Guide

Combo decks are for players who enjoy finding a narrow line, protecting it, and ending the game with specific cards working together. This strategy wants to assemble combo commanders, tutors, draw, and compact two-card or three-card packages, using infinite combos or deterministic loops, to win in one decisive moment. Unlike Spellslinger it is not paid for every spell cast, unlike Storm it does not need a long chain turn, and unlike Big Mana it does not rely on casting one enormous payoff. The best combo decks EDH players build balance speed with enough interaction to survive the table's disruption.

Learn more about combo strategies

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