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Calix, Destiny's Hand

Calix, Destiny's Hand Price

6 printings · 4 sets · first printed 2020

Cheapest $0.94
Median $1.47
Highest $3.80
EDHREC Rank #5,089

Calix, Destiny's Hand has been printed 6 times across 4 sets, first in 2020 and most recently in 2023. Right now the cheapest printing is Theros Beyond Death #257 at $0.94, while the most expensive is Theros Beyond Death Promos #211s at $3.80 — about 4× more. The median across 5 priced printings is $1.47. Reprint risk: ELEVATED — Reprinted 6x total; appeared once in a dedicated reprint set (Commander Masters).

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Every Calix, Destiny's Hand Printing, Compared

Cheapest first · unpriced last
Printing Year Price Dealer Buys
Theros Beyond Death #257 (M) Cheapest 2020 $0.94 $0.38
Commander Masters #918 (M) 2023 $1.01 $0.25
Theros Beyond Death #211 (M) 2020 $1.47 $0.19
Theros Beyond Death Promos #211p (M) 2020 $1.71 $5.00 foil
Theros Beyond Death Promos #211s (M) Foil 2020 $3.80 $3.20 foil
Magic Online Promos #79843 (M) 2020 — —

Prices are the latest nightly market price; a printing with no tracked price shows a dash. Dealer buylist is Card Kingdom's current offer via MTGJSON, shown where one exists.

Oracle Text
Legendary Planeswalker — Calix
+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.

−3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield.

−7: Return all enchantment cards from your graveyard to the battlefield.
Legal In
Pioneer Modern Legacy Vintage Commander Brawl Penny Dreadful

Legality is a property of the card, not the printing, so it is identical for all 6 versions.

Official Judge Precedents

5 Precedents

If the target enchantment you control leaves the battlefield or otherwise becomes an illegal target before Calix’s second ability resolves, the target permanent you don’t control won’t be exiled.

If a token is exiled this way, it will cease to exist and won’t return to the battlefield.

Auras attached to the exiled permanent will be put into their owners’ graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.

If an Aura is being put onto the battlefield at the same time as an enchantment creature, that Aura can’t enchant that creature.

If an Aura is put onto the battlefield without being cast, the Aura’s controller-to-be chooses what it will enchant as it comes back onto the battlefield. An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to an opponent’s permanent with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in its current zone.