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Bloodbraid ChallengerHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Modern Horizons 3 Commander· June 14, 2024
Carte Magic Bloodbraid Challenger

Bloodbraid Challenger 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

Cascade Haste Escape—{3}{R}{G}, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

How it works : Bloodbraid Challenger

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Escape's permission doesn't change when you may cast the spell from your graveyard.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. It can escape again.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    If a spell with cascade is countered, the cascade ability will still resolve normally.

    No other card is named in this ruling.

  16. #16· Wizards of the Coast

    You exile the cards face up. All players will be able to see them.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerduel
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