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Rules guide · Enchantment

Arcane BombardmentHow it works & interactions with other cards

By the ManaCount desk· 6 min read· Outlaws of Thunder Junction Commander· April 19, 2024
Carte Magic Arcane Bombardment

Arcane Bombardment 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

Whenever you cast your first instant or sorcery spell each turn, exile an instant or sorcery card at random from your graveyard. Then copy each card exiled with this enchantment. You may cast any number of the copies without paying their mana costs.

Complete guide

Arcane Bombardment is a powerhouse enchantment that rewards you for playing spells by accumulating a library of magic in exile. Every time you cast your first instant or sorcery each turn, you build a snowball of free spells that grows larger and larger. It is the ultimate engine for players who love high-variance, high-impact turns.

What It Does

Arcane Bombardment triggers once per turn when you cast your first instant or sorcery spell. When this happens, it selects one instant or sorcery card at random from your graveyard and exiles it. Then, it creates a copy of every card currently exiled by this specific enchantment, allowing you to cast those copies for free immediately.

How It Resolves Step by Step

First, you cast an instant or sorcery from your hand or another zone; this puts the Bombardment trigger on the stack above your spell. Second, the ability resolves: you exile a random legal target from your graveyard. Third, the enchantment looks at all cards it has exiled so far. Finally, you choose which of those copies you want to cast and in what order, placing them all on the stack to resolve before your original triggering spell.

Common Mistakes

A frequent error is trying to exile the spell that triggered the ability; since that spell is still on the stack, it isn't in the graveyard yet and cannot be chosen. Additionally, if the enchantment leaves the battlefield and returns, it is considered a new object. It will not remember the cards previously exiled, and those cards will remain in exile forever without being copied.

When to Play It

This card is best played in decks with a high density of spells and ways to fill the graveyard quickly. Because it can trigger on opponents' turns as well, it is highly effective when paired with cheap instants, ensuring you get a trigger during every single turn of the game round.

Interaction examples

The First Trigger

If you have a Lightning Bolt in your graveyard and you cast an Opt, Arcane Bombardment triggers. The Bolt is exiled at random. You then copy the Bolt and may cast the copy for free. The Opt then resolves normally.

Scaling Damage

If Arcane Bombardment exiles a damage-dealing spell like Shock, you can cast the copy for free. With Fiery Emancipation on the battlefield, the 2 damage from the Shock copy is tripled, dealing 6 damage to your target instead.

Non-Interaction Check

Note that casting spells with Arcane Bombardment does not naturally trigger Warstorm Surge. Warstorm Surge requires a creature to enter the battlefield, whereas Arcane Bombardment only copies and casts instant and sorcery spells. Unless your exiled spells create creature tokens, these two enchantments operate independently.

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

How it works : Arcane Bombardment

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The spell that caused Arcane Bombardment's ability to trigger is normally still on the stack while that ability resolves. That spell won't be among the cards in your graveyard when you exile an instant or sorcery from it at random.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you've already cast an instant or sorcery spell the turn that Arcane Bombardment enters the battlefield, it won't trigger until you cast an instant or sorcery spell on a later turn.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    You cast the desired copies as the triggered ability resolves. You don't get to cast them later in the turn. You choose the order of copies as you cast them.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If you cast a spell with {X} in its cost without paying its mana cost, you must choose 0 for X.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If Arcane Bombardment leaves the battlefield, the exiled cards remain in exile. If it returns to the battlefield or you play another copy of it, you won't get to cast copies of the cards previously exiled.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Arcane Bombardment
+Prismari Command
+Return the Favor
#1

Arcane Bombardment + Prismari Command + Return the Favor

Infinite damageInfinite storm countInfinite magecraft triggersInfinite draw triggers for any number of players
  1. 1Cast any other instant or sorcery by paying its mana cost, triggering Arcane Bombardment.
  2. 2Holding priority, cast Return the Favor by paying {R}{R} and then choosing to pay an additional {1} to select its first mode, copying the Arcane Bombardment trigger.
  3. 3Resolve the copy of the Arcane Bombardment trigger, exiling Return the Favor from your graveyard and then copying Return the Favor, Prismari Command and all other cards exiled by Arcane Bombardment, and allowing you to cast those copies without paying their mana costs.
  4. 4As you cast the Return the Favor copy, choose to pay an additional {1} to select its first mode, targeting the Arcane Bombardment trigger.
  5. 5Resolve the copy of Prismari Command, creating a Treasure token and choosing any other mode.
  6. 6Activate the Treasure by tapping and sacrificing it, adding {1}.
  7. 7Resolve the copy of Return the Favor, copying the Arcane Bombardment trigger.
  8. 8Repeat from step 3.
Arcane Bombardment
+Time Warp
+Clockspinning
#2

Arcane Bombardment + Time Warp + Clockspinning

Infinite turnsLock
  1. 1Cast Clockspinning with buyback by paying {3}{U}.
  2. 2Arcane Bombardment triggers, exiling an instant or sorcery at random from your graveyard, and casting a copy of Time Warp without paying its mana cost.
  3. 3Resolve Time Warp, causing you to take an extra turn after this one.
  4. 4Resolve Clockspinning, returning Clockspinning to your hand.
  5. 5Repeat each turn.
Arcane Bombardment
+Inspiring Refrain
+Jhoira's Timebug
+Time Stretch
#3

Arcane Bombardment + Inspiring Refrain + Jhoira's Timebug + Time Stretch

Infinite turnsLock
  1. 1Cast Inspiring Refrain by paying {4}{U}{U}.
  2. 2Arcane Bombardment triggers, exiling a random instant or sorcery from your graveyard, and then casting a copy of Time Stretch without paying its mana cost.
  3. 3Resolve the Time Stretch copy, causing you to take two extra turns after this one.
  4. 4Resolve Inspiring Refrain, causing you to draw two cards and exile Inspiring Refrain with three time counters on it.
  5. 5Activate Jhoira's Timebug by tapping it, removing a time counter from Inspiring Refrain.
  6. 6Move to your first extra turn, removing a time counter from Inspiring Refrain during your upkeep.
  7. 7Move to your second extra turn, removing a time counter from Inspiring Refrain during your upkeep.
  8. 8Inspiring Refrain triggers, causing you to cast it from exile without paying its mana cost.
Arcane Bombardment
+Temporal Manipulation
+Clockspinning
#4

Arcane Bombardment + Temporal Manipulation + Clockspinning

Infinite turnsLock
  1. 1Cast Clockspinning with buyback by paying {3}{U}.
  2. 2Arcane Bombardment triggers, exiling an instant or sorcery at random from your graveyard, and casting a copy of Temporal Manipulation without paying its mana cost.
  3. 3Resolve Temporal Manipulation, causing you to take an extra turn after this one.
  4. 4Resolve Clockspinning, returning Clockspinning to your hand.
  5. 5Repeat each turn.
Arcane Bombardment
+Time Warp
+Mystic Speculation
#5

Arcane Bombardment + Time Warp + Mystic Speculation

Infinite turnsLock
  1. 1Cast Mystic Speculation with buyback by paying {2}{U}.
  2. 2Arcane Bombardment triggers, exiling an instant or sorcery at random from your graveyard, and casting a copy of Time Warp without paying its mana cost.
  3. 3Resolve Time Warp, causing you to take an extra turn after this one.
  4. 4Resolve Mystic Speculation, causing you to scry 3 and return Mystic Speculation to your hand.
  5. 5Repeat each turn.
Arcane Bombardment
+Temporal Manipulation
+Mystic Speculation
#6

Arcane Bombardment + Temporal Manipulation + Mystic Speculation

Infinite turnsLock
  1. 1Cast Mystic Speculation with buyback by paying {2}{U}.
  2. 2Arcane Bombardment triggers, exiling an instant or sorcery at random from your graveyard, and casting a copy of Temporal Manipulation without paying its mana cost.
  3. 3Resolve Temporal Manipulation, causing you to take an extra turn after this one.
  4. 4Resolve Mystic Speculation, causing you to scry 3 and return Mystic Speculation to your hand.
  5. 5Repeat each turn.
Arcane Bombardment
+Inspiring Refrain
+Jhoira's Timebug
+Temporal Manipulation
#7

Arcane Bombardment + Inspiring Refrain + Jhoira's Timebug + Temporal Manipulation

Infinite turnsLock
  1. 1Cast Inspiring Refrain by paying {4}{U}{U}.
  2. 2Arcane Bombardment triggers, exiling a random instant or sorcery from your graveyard, and then casting a copy of Temporal Manipulation and Time Warp without paying their mana costs.
  3. 3Resolve the Temporal Manipulation and Time Warp copies, causing you to take two extra turns after this one.
  4. 4Resolve Inspiring Refrain, causing you to draw two cards and exile Inspiring Refrain with three time counters on it.
  5. 5Activate Jhoira's Timebug by tapping it, removing a time counter from Inspiring Refrain.
  6. 6Move to your first extra turn, removing a time counter from Inspiring Refrain during your upkeep.
  7. 7Move to your second extra turn, removing a time counter from Inspiring Refrain during your upkeep.
  8. 8Inspiring Refrain triggers, causing you to cast it from exile without paying its mana cost.
Arcane Bombardment
+Time Warp
+Whim of Volrath
#8

Arcane Bombardment + Time Warp + Whim of Volrath

Infinite turnsLock
  1. 1Cast Whim of Volrath with buyback by paying {2}{U}.
  2. 2Arcane Bombardment triggers, exiling an instant or sorcery at random from your graveyard, and casting a copy of Time Warp without paying its mana cost.
  3. 3Resolve Time Warp, causing you to take an extra turn after this one.
  4. 4Resolve Whim of Volrath, returning Whim of Volrath to your hand.
  5. 5Repeat each turn.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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