← MTG Rules

Rules guide · Legendary Creature

Adric, Mathematical GeniusHow it works & interactions with other cards

By the ManaCount desk· 8 min read· Doctor Who· October 13, 2023
Carte Magic Adric, Mathematical Genius

Adric, Mathematical Genius 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.

01

Official card text

{2}{U}, {T}: Copy target activated or triggered ability you control. You may choose new targets for the copy. Ultimate Sacrifice — {1}{U}, Sacrifice Adric: Counter target activated or triggered ability. Doctor's companion (You can have two commanders if the other is the Doctor.)

How it works : Adric, Mathematical Genius

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Adric, Mathematical Genius's first ability targets an activated or triggered ability that is on the stack and creates another instance of that ability on the stack. It doesn't cause any object to gain an ability.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The source of the copy from Adric, Mathematical Genius's first ability is the same as the source of the original ability.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have a colon in their reminder text.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Triggered abilities use the word "when," "whenever," or "at." They're often written as "[Trigger condition], [effect]." Some keywords (such as prowess) are triggered abilities and will use "when," "whenever," or "at" in their reminder text.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If an ability is linked to a second ability, copies of that first ability are also linked to that second ability. If the second ability refers to "the exiled card," it refers to all cards exiled by the first ability and the copy. For example, if Fiend Hunter's enters-the-battlefield ability is copied and two creatures are exiled, they both return when Fiend Hunter leaves the battlefield.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Adric, Mathematical Genius can copy any activated or triggered ability on the stack, not just one with targets.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    The copy is created on the stack, so it's not "activated." Creating the copy won't cause abilities that trigger when a player activates an ability to trigger. Abilities that say that a triggered ability triggers additional times won't apply to copying a triggered ability.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    The copy will resolve before the original ability does.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    The copy will have the same targets as the 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).

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If the 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.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If the ability that's copied has an X whose value was determined as it was activated, the copy will have the same value of X.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    If the ability has damage divided as it was put onto the stack, the division can't be changed, although the targets receiving that damage still can. The same is true of abilities that distribute counters.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    You can't choose to pay any activation costs for the copy. However, effects based on those costs that were paid for the original ability are copied as though those same costs were paid for the copy.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    Any choices made when the ability resolves won't have been made yet when it's copied. Any such choices will be made separately when the copy resolves. Most notably, if a triggered ability asks its controller to pay a cost, you pay that cost for the copy if you wish to have it paid.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    The Doctor's companion ability allows you to have two commanders if one has the ability and the other is a legendary creature that is a Time Lord Doctor and has no other creature types. Creatures with the changeling ability, for example, can't be a second commander this way.

    No other card is named in this ruling.

  16. #16· Wizards of the Coast

    Although Doctor's companion is a new variant of the partner ability, the rules for partner have not otherwise changed. Notably, Time Lord Doctors and cards with Doctor's companion do not interact with cards which have another partner ability.

    No other card is named in this ruling.

  17. #17· Wizards of the Coast

    If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders' combined color identities.

    No other card is named in this ruling.

  18. #18· Wizards of the Coast

    Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

    No other card is named in this ruling.

  19. #19· Wizards of the Coast

    Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined.

    No other card is named in this ruling.

  20. #20· Wizards of the Coast

    If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

    No other card is named in this ruling.

  21. #21· Wizards of the Coast

    An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

The Fifth Doctor
+Adric, Mathematical Genius
#1

The Fifth Doctor + Adric, Mathematical Genius

Infinite +1/+1 counters on certain creaturesInfinite mana creatures you control can produce except ones that attacked or entered the battlefield this turnInfinite untap of creatures you control except ones that attacked or entered the battlefield this turn
  1. 1At the beginning of your end step, The Fifth Doctor triggers.
  2. 2Holding priority, activate mana-producing creatures you control by tapping them, adding at least {2}{U}.
  3. 3Activate Adric's first ability by paying {2}{U} and tapping them, copying the Fifth Doctor's trigger.
  4. 4Resolve the copied triggered ability, untapping all creatures you control that didn't enter or attack this turn and putting a +1/+1 counter on each them.
  5. 5Repeat from 2.
Etrata, the Silencer
+Strionic Resonator
+Adric, Mathematical Genius
#2

Etrata, the Silencer + Strionic Resonator + Adric, Mathematical Genius

Target opponent loses the game
  1. 1Deal combat damage to an opponent using Etrata, triggering its ability.
  2. 2Holding priority, activate Adric and Strionic Resonator by paying {4}{U} and tapping them, copying Etrata's trigger twice.
  3. 3Resolve all Etrata triggers, exiling three creatures an opponent controls and putting hit counters on them, and then causing that opponent to lose the game.
Etrata, the Silencer
+Lithoform Engine
+Adric, Mathematical Genius
#3

Etrata, the Silencer + Lithoform Engine + Adric, Mathematical Genius

Target opponent loses the game
  1. 1Deal combat damage to an opponent using Etrata, triggering its ability.
  2. 2Holding priority, activate Adric and Lithoform Engine by paying {4}{U} and tapping them, copying Etrata's trigger twice.
  3. 3Resolve all Etrata triggers, exiling three creatures an opponent controls and putting hit counters on them, and then causing that opponent to lose the game.
Etrata, the Silencer
+Roaming Throne
+Adric, Mathematical Genius
#4

Etrata, the Silencer + Roaming Throne + Adric, Mathematical Genius

Target opponent loses the game
  1. 1Deal combat damage to an opponent using Etrata, triggering its ability twice due to Roaming Throne.
  2. 2Holding priority, activate Adric by paying {2}{U} and tapping it, copying either of Etrata's triggers.
  3. 3Resolve all Etrata triggers, exiling three creatures an opponent controls and putting hit counters on them, and then causing that opponent to lose the game.
Etrata, the Silencer
+Adric, Mathematical Genius
+Peter Parker's Camera
#5

Etrata, the Silencer + Adric, Mathematical Genius + Peter Parker's Camera

Target opponent loses the game
  1. 1Deal combat damage to an opponent using Etrata, triggering its ability.
  2. 2Holding priority, activate Adric by paying {2}{U} and tapping it, copying Etrata's trigger.
  3. 3Holding priority, activate Peter Parker's Camera by paying {2}, removing a flim counter from it and tapping it, copying Etrata's trigger.
  4. 4Resolve all Etrata triggers, exiling three creatures an opponent controls and putting hit counters on them, and then causing that opponent to lose the game.
Selvala, Heart of the Wilds
+Adric, Mathematical Genius
+Ioreth of the Healing House
#6

Selvala, Heart of the Wilds + Adric, Mathematical Genius + Ioreth of the Healing House

Infinite colored manaInfinite untap of legendary creatures you controlInfinite mana legendary creatures you control can produce
  1. 1Activate Ioreth's second ability by tapping it, targeting Adric and Selvala.
  2. 2Holding priority, activate Selvala by paying {G} and tapping it, adding at least {3}{G}{U}.
  3. 3Activate Adric by paying {2}{U} and tapping it, copying Ioreth's ability, with the copy targeting Selvala and Adric.
  4. 4Resolve the copy of Ioreth's ability, untapping Adric and Selvala.
  5. 5Repeat from step 2.
Magosi, the Waterveil
+Ioreth of the Healing House
+Adric, Mathematical Genius
#7

Magosi, the Waterveil + Ioreth of the Healing House + Adric, Mathematical Genius

Infinite turnsLock
  1. 1Activate Magosi's second activated ability by paying {U} and tapping it, putting an eon counter on Magosi and skipping your next turn.
  2. 2Activate Ioreth of the Healing House by tapping it, untapping Magosi.
  3. 3Activate Magosi's third activated ability by tapping it, removing an eon counter from it, and returning it to your hand.
  4. 4Holding priority, activate Adric by paying {2}{U} and tapping it, copying Magosi's ability.
  5. 5Resolve both instances of Magosi's ability, causing you to take two extra turns after this one.
  6. 6Play Magosi.
  7. 7Move to your second extra turn. The first extra turn will be skipped due to the ability activated in step 1.
  8. 8Repeat.
Magosi, the Waterveil
+Vizier of Tumbling Sands
+Adric, Mathematical Genius
#8

Magosi, the Waterveil + Vizier of Tumbling Sands + Adric, Mathematical Genius

Infinite turnsLock
  1. 1Activate Magosi's second activated ability by paying {U} and tapping it, putting an eon counter on Magosi and skipping your next turn.
  2. 2Activate Vizier of Tumbling Sands by tapping it, untapping Magosi.
  3. 3Activate Magosi's third activated ability by tapping it, removing an eon counter from it, and returning it to your hand.
  4. 4Holding priority, activate Adric by paying {2}{U} and tapping it, copying Magosi's ability.
  5. 5Resolve both instances of Magosi's ability, causing you to take two extra turns after this one.
  6. 6Play Magosi.
  7. 7Move to your second extra turn. The first extra turn will be skipped due to the ability activated in step 1.
  8. 8Repeat.
03

Legal formats

legacyvintagecommanderoathbreakerdueltlr
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Adric, Mathematical Genius

No archived Top 8 deck with this card yet.

Explore the meta
Official source