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Rules guide · Enchantment

Amok TimeHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Star Trek· November 13, 2026
Carte Magic Amok Time

Amok Time 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

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature an opponent controls. II — You gain 3 life. III — Return target creature card from your graveyard to your hand.

Complete guide

Amok Time is a versatile Green Saga that provides a steady stream of value over three turns. By combining removal, life gain, and recursion, it ensures your board presence remains strong while keeping your life total healthy. This enchantment is a perfect tool for midrange decks looking to grind out opponents.

A Journey of Three Chapters

As an Enchantment — Saga, Amok Time enters the battlefield with a lore counter and gains one after your draw step each turn. The first chapter initiates a fight, the second provides a life buffer, and the final chapter recovers a fallen ally from your graveyard. Once the third chapter ability resolves or leaves the stack, the Saga is sacrificed.

Resolving the Fight and Recursion

When Chapter I triggers, you must choose a target creature you control and up to one target creature an opponent controls. If either creature is no longer a legal target when the ability tries to resolve, no damage is dealt. Chapter III requires a target creature card in your graveyard; if your graveyard is empty when the lore counter is added, the ability is simply removed from the stack with no effect.

Strategic Timing and Common Mistakes

A common mistake is forgetting that Chapter I is optional regarding the opponent's creature ('up to one'), but mandatory regarding your own. If you have a creature but your opponent doesn't, you must still target your creature, though no fight will occur. Additionally, remember that the Saga is sacrificed only after the third ability has finished resolving, not the moment the third counter is placed.

Maximizing Midgame Value

Amok Time is best played when you have a creature with high power to utilize the Chapter I fight immediately. Since the lifegain happens on the second turn, it helps offset aggressive starts from your opponent. Save your fetch lands or self-mill effects to ensure you have a powerful target ready in the graveyard for Chapter III.

Interaction examples

Fighting for the Draw

If you have Garruk's Uprising on the battlefield and cast Amok Time, Chapter I allows your creature to fight. If that fight involves a creature with power 4 or greater entering earlier, Garruk's Uprising grants it trample, though trample does not apply during a fight. However, if Chapter III returns a 4-power creature to your hand and you recast it, the Uprising will trigger, letting you draw a card.

Life for Cards

During your draw step, Sylvan Library allows you to draw two extra cards at the cost of life. Amok Time's Chapter II triggers after your draw step, gaining you 3 life. This helps mitigate the life loss from the Library, essentially allowing you to 'buy' more cards over time while keeping your life total stable.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Amok Time

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

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