HubCommandersCardsDecksThemesKeywordsSetsArticles
Sign inSign up
Sign inSign up

Mythicwyrm is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.

AboutArticlesContactTermsPrivacyAffiliate Disclosurev0.1.0

© 2026 Mythicwyrm. All rights reserved.

Akroma's Will
Price$14.85 – $33.72
Buy on TCGplayer

Akroma's Will

{3}{W}

Instant

Legal Salt 1.18Rank #196

Choose one. If you control a commander as you cast this spell, you may choose both instead.

• Creatures you control gain flying, vigilance, and double strike until end of turn.

• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.

Why is this card good?

Akroma's Will is one of white's best finishers and the gold standard for go-wide payoffs. Since you almost always control your commander, you reliably get both modes: flying, vigilance, double strike, lifelink, indestructible, and protection from all colors. That's a board-wide alpha strike that connects through blockers, swings for double damage, gains you a pile of life, and laughs at board wipes and combat tricks all at once. Who wants it: any creature-heavy white deck — tokens (Krenko-style but white, like Adeline or Kykar), aggressive humans/soldiers, +1/+1 counters, or any go-wide commander aiming to close games in one turn. The protection from each color also makes it a strong defensive trick: cast it in response to a wrath or targeted removal to protect your team. When to skip it: decks with few or no creatures — control, spellslinger, or artifact-combo builds get little here. It's a payoff card, so you need a board to pay off. With an empty field, it's a dead draw.

Related cards

Heroic InterventionG

Cheap instant granting hexproof and indestructible to your board for protection.

Eerie InterludeW

Flicker-style protection saving your team from board wipes.

Flawless ManeuverW

Free indestructible team protection when commanding, similar anthem-protection role.

Teferi's ProtectionW

Phases out your whole board for total protection.

Overwhelming StampedeG

Combat finisher pumping your team for lethal alpha strike.

Craterhoof BehemothG

Classic explosive game-ending team buff alongside Will's combat boost.

Path of BraveryW

White anthem with lifegain synergy supporting aggressive go-wide swings.

Make a StandW

Cheap white instant giving indestructible to survive removal or block.

Printings (8)

soaSecrets of Strixhaven Mystical Archive · #131M$107.12Buy
soaSecrets of Strixhaven Mystical Archive · #66M$22.39Buy
soaSecrets of Strixhaven Mystical Archive · #1M$17.88Buy
fcaFinal Fantasy: Through the Ages · #21M$33.72Buy
m3cModern Horizons 3 Commander · #165R$14.85Buy
lccThe Lost Caverns of Ixalan Commander · #125R$15.62Buy
cmrCommander Legends · #3R$15.65Buy
cmrCommander Legends · #615R$25.09Buy

Played by these commanders

Mondrak, Glory Dominus100% of 1
Satya, Aetherflux Genius100% of 2
Pantlaza, Sun-Favored100% of 1

Rulings (6)

  • 2025-11-17

    "Protection from each color" is shorthand for protection from white, from blue, from black, from red, and from green. Colorless is not a color.

  • 2020-11-10

    There's no extra bonus if you control more than one commander.

  • 2020-11-10

    Once you've announced that you're casting a spell, players can't take any actions until you've finished doing so. Notably, opponents can't try to remove your commander to change how many modes you may choose.

  • 2020-11-10

    Even though the card is named after a specific character, controlling any commander will satisfy its condition.

  • 2020-11-10

    The commander you control doesn't have to be your commander.

  • 2020-11-10

    Once you've chosen both modes for the spell, it doesn't matter whether you continue to control a commander. This is true even if you somehow no longer control a commander as you finish casting the spell.

Discussion (0)