Burn, Burn, Tree and Fern 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.
Official card text
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — This Saga deals 6 damage to target creature an opponent controls. II — Destroy target artifact an opponent controls. III, IV — Add.
Complete guide
Burn, Burn, Tree and Fern is a fiery red Saga that fuels both destruction and your mana pool over four turns. It represents a slow-burning wildfire that clears out your opponent's board before providing the energy needed for a massive follow-up play. This enchantment is a versatile tool for mid-range decks looking to maintain board control while ramping into bigger spells.
Natural Destruction and Growth
This Saga operates on a four-turn cycle, using lore counters to trigger different abilities. Chapters I and II are targeted removal effects that specifically aim at your opponent's resources, while Chapters III and IV provide a burst of red mana. Like all Sagas, you add a lore counter as it enters the battlefield and again immediately after each of your draw steps.
Step-by-Step Resolution
When the Saga enters, Chapter I triggers; you must choose a target creature an opponent controls to receive 6 damage. On your next turn, after your draw step, the second lore counter is added, and you target an artifact an opponent controls to destroy it. In the third and fourth turns, the Saga adds one red mana to your mana pool. Note that the mana from Chapters III and IV is added during your pre-combat main phase, so you must spend it before moving to combat or it will be lost as the phase ends.
Timing and Sacrificing
A common mistake is forgetting that the Saga is sacrificed only after the Chapter IV ability has finished resolving or left the stack. If the mana from Chapter IV is the last thing you need for a spell, the Saga remains on the battlefield until that mana is actually added to your pool. Also, remember that Chapters I and II require targets; if there are no valid targets when the ability triggers, the ability is simply removed from the stack and nothing happens.
Strategic Implementation
This card is best used when you can capitalize on the extra mana provided in the later turns. Because it takes two turns to start generating mana, you should play it when you have a plan for that mana in advance. It is especially effective against decks reliant on utility creatures or key artifacts, as it removes those threats while setting you up for a powerful mid-game transition.
Interaction examples
During your third or fourth lore counter triggers, Burn, Burn, Tree and Fern adds {R} to your mana pool. You can use this mana toward the {3}{R}{R} cost of Aggravated Assault. If you have enough additional mana, this allows you to untap your creatures and take an extra combat phase, turning the Saga's 'growth' into a relentless offensive.
If your opponent has a large blocker that prevents your tribal deck from attacking safely, use Chapter I of Burn, Burn, Tree and Fern to deal 6 damage and remove that blocker. With the path clear, Shared Animosity will significantly buff your attacking creatures, allowing you to swing for lethal damage without the fear of a high-toughness creature trading with your units.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Burn, Burn, Tree and Fern
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with Burn, Burn, Tree and Fern
No archived Top 8 deck with this card yet.



Aggravated Assault
Shared Animosity