Aberrant Mind Sorcerer is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Psionic Spells — When this creature enters, choose target instant or sorcery card in your graveyard, then roll a d20. 1—9 | You may put that card on top of your library. 10—20 | Return that card to your hand.
How it works : Aberrant Mind Sorcerer
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
No other card is named in this ruling.
- #2· Wizards of the Coast
Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
No other card is named in this ruling.
- #3· Wizards of the Coast
An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a "results table" in the card text.
No other card is named in this ruling.
- #4· Wizards of the Coast
The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
No other card is named in this ruling.
- #5· Wizards of the Coast
An effect that says "choose a target, then roll a d20" or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
No other card is named in this ruling.
- #6· Wizards of the Coast
Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications. Anything that is looking for the "natural result" is looking for the number shown on the face of the die before these modifications.
No other card is named in this ruling.
- #7· Wizards of the Coast
Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
No other card is named in this ruling.
- #8· Wizards of the Coast
Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
No other card is named in this ruling.
- #9· Wizards of the Coast
While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
No other card is named in this ruling.
- #10· Wizards of the Coast
Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Aberrant Mind Sorcerer + Helm of the Host + Capture of Jingzhou
- 1Cast Capture of Jingzhou by paying
, causing you to take an extra turn after this one.
- 2At the beginning of your combat phase, Helm of the Host triggers, creating a token copy of Aberrant Mind Sorcerer with haste.
- 3When the Aberrant Mind Sorcerer token enters the battlefield, it triggers, causing you to roll a d20 and either return Capture of Jingzhou from your graveyard to your hand, or put Capture of Jingzhou from your graveyard on top of your library.
- 4Move to your extra turn, drawing Capture of Jingzhou if it was put on top of your library.
- 5Repeat.
Aberrant Mind Sorcerer + Helm of the Host + Time Warp
- 1Cast Time Warp by paying
, causing you to take an extra turn after this one.
- 2At the beginning of your combat phase, Helm of the Host triggers, creating a token copy of Aberrant Mind Sorcerer with haste.
- 3When the Aberrant Mind Sorcerer token enters the battlefield, it triggers, causing you to roll a d20 and either return Time Warp from your graveyard to your hand, or put Time Warp from your graveyard on top of your library.
- 4Move to your extra turn, drawing Time Warp if it was put on top of your library.
- 5Repeat.
Aberrant Mind Sorcerer + Helm of the Host + Temporal Manipulation
- 1Cast Temporal Manipulation by paying
, causing you to take an extra turn after this one.
- 2At the beginning of your combat phase, Helm of the Host triggers, creating a token copy of Aberrant Mind Sorcerer with haste.
- 3When the Aberrant Mind Sorcerer token enters the battlefield, it triggers, causing you to roll a d20 and either return Temporal Manipulation from your graveyard to your hand, or put Temporal Manipulation from your graveyard on top of your library.
- 4Move to your extra turn, drawing Temporal Manipulation if it was put on top of your library.
- 5Repeat.
Aberrant Mind Sorcerer + Helm of the Host + Walk the Aeons
- 1Cast Walk the Aeons by paying
, causing you to take an extra turn after this one.
- 2At the beginning of your combat phase, Helm of the Host triggers, creating a token copy of Aberrant Mind Sorcerer with haste.
- 3When the Aberrant Mind Sorcerer token enters the battlefield, it triggers, causing you to roll a d20 and either return Walk the Aeons from your graveyard to your hand, or put Walk the Aeons from your graveyard on top of your library.
- 4Move to your extra turn, drawing Walk the Aeons if it was put on top of your library.
- 5Repeat.
Aberrant Mind Sorcerer + Helm of the Host + Time Stretch
- 1Cast Time Stretch by paying
, causing you to take two extra turns after this one.
- 2At the beginning of your combat phase, Helm of the Host triggers, creating a token copy of Aberrant Mind Sorcerer with haste.
- 3When the Aberrant Mind Sorcerer token enters the battlefield, it triggers, causing you to roll a d20 and either return Time Stretch from your graveyard to your hand, or put Time Stretch from your graveyard on top of your library.
- 4Move to your first extra turn, drawing Time Stretch if it was put on top of your library.
- 5Move to your second extra turn.
- 6Repeat.
Aberrant Mind Sorcerer + Helm of the Host + Time Walk
- 1Cast Time Walk by paying
, causing you to take an extra turn after this one.
- 2At the beginning of your combat phase, Helm of the Host triggers, creating a token copy of Aberrant Mind Sorcerer with haste.
- 3When the Aberrant Mind Sorcerer token enters the battlefield, it triggers, causing you to roll a d20 and either return Time Walk from your graveyard to your hand, or put Time Walk from your graveyard on top of your library.
- 4Move to your extra turn, drawing Time Walk if it was put on top of your library.
- 5Repeat.
Legal formats
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Meta decks with Aberrant Mind Sorcerer
No archived Top 8 deck with this card yet.











