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Rules guide · Enchantment

Aid from the CowlHow it works & interactions with other cards

By the ManaCount desk· 3 min read· March of the Machine Commander· April 21, 2023
Carte Magic Aid from the Cowl

Aid from the Cowl 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

Revolt — At the beginning of your end step, if a permanent left the battlefield under your control this turn, reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. Otherwise, you may put it on the bottom of your library.

How it works : Aid from the Cowl

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If the revealed card is not a permanent card or if you choose not to put it onto the battlefield, you may put it on the bottom of your library. If you don't, it remains on top of your library.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    A permanent card is an artifact, creature, enchantment, land, or planeswalker card.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If a permanent put onto the battlefield this way has an ability that triggers at the beginning of your end step, it won't trigger during this end step.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Revolt abilities check only whether a permanent you controlled left the battlefield this turn or not. They don't apply multiple times if more than one permanent you controlled left the battlefield. They don't check whether the permanent that left the battlefield is still in the zone it moved to.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Revolt abilities don't care why the permanent left the battlefield, who caused it to move, or where it moved to. They're equally satisfied by an artifact you sacrificed to pay a cost, a creature you controlled that was destroyed by Murder, or an enchantment you returned to your hand with Leave in the Dust.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Tokens that leave the battlefield will satisfy a revolt ability.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Energy counters aren't permanents. Paying {E} won't satisfy a revolt ability.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    All cards in the Aether Revolt set with triggered revolt abilities use an intervening "if" clause. A permanent you controlled must have left the battlefield earlier in the turn in order for these abilities to trigger; otherwise they do nothing. In other words, there's no way to have the ability trigger if no permanent you controlled has left the battlefield that turn, even if you intend to have one do so in response to the triggered ability.

    No other card is named in this ruling.

02

Legal formats

pioneermodernlegacyvintagepennycommanderoathbreakerduel
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