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Rules guide · Instant

Chain of VaporHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Commander 2016· November 11, 2016
Carte Magic Chain of Vapor

Chain of Vapor 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

Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land of their choice. If the player does, they may copy this spell and may choose a new target for that copy.

Complete guide

Chain of Vapor is a high-stakes utility spell that offers incredible efficiency for a single blue mana. While it provides immediate tempo by bouncing a nonland permanent, it introduces a dangerous political element that can lead to a chain reaction across the table.

What It Does

Chain of Vapor is a bounce spell that targets a nonland permanent and returns it to its owner's hand. Its unique twist is the 'chain' mechanic: the player whose permanent was bounced has the option to sacrifice a land to copy the spell and target something new. This process can repeat as long as a player is willing to pay the price of a land to keep the chain going.

Step-by-Step Resolution

When the spell resolves, first, the target nonland permanent is returned to its owner's hand. Second, the controller of that permanent decides whether to sacrifice a land. If they choose to sacrifice a land, they put a copy of Chain of Vapor onto the stack. They may choose a new target for this copy. Note that this copy is created during the resolution of the original spell, and the new copy will resolve separately afterward.

Common Mistakes

One common error is thinking that sacrificing a land is required; it is strictly optional. Additionally, players often forget that the copy is not 'cast,' so effects that trigger on casting a spell will not trigger for the copies. Finally, remember that you cannot target a land with Chain of Vapor, though you must sacrifice a land to continue the chain.

When to Play It

Chain of Vapor is best used when you need to remove a problematic permanent immediately for very little mana, such as a stax piece or an aggressive blocker. It is also a powerful tool in combo decks to bounce your own cheap artifacts (like Mana Vault) to generate mana, provided you are willing to sacrifice a land to keep your momentum.

Interaction examples

Responding to the Chain

If you cast Chain of Vapor and your opponent chooses to sacrifice a land to copy it, that copy is a new object on the stack. You can use Counterspell to target the copy just like a normal spell, preventing the chain from hitting one of your own permanents.

Protecting Your Assets

If an opponent targets your key noncreature permanent with a copy of Chain of Vapor, you can respond with An Offer You Can't Refuse. This counters the copy and gives you two Treasure tokens, effectively ending the chain and gaining you resources.

Self-Bouncing for Value

You can cast Chain of Vapor targeting your own nonland permanent. After it returns to your hand, you may sacrifice a land to copy the spell and target another one of your own permanents. This is often used in high-level play to reset 'enters-the-battlefield' abilities or to generate mana from artifacts.

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

How it works : Chain of Vapor

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

02

Popular combos

Real combos played by the community, sorted by popularity.

Haru, Hidden Talent
+Retreat to Emeria
+Chain of Vapor
#1

Haru, Hidden Talent + Retreat to Emeria + Chain of Vapor

Infinite creature LTBInfinite creature ETBInfinite magecraft triggersInfinite landfall triggers
  1. 1Play a land. When the land enters, Retreat to Emeria triggers, creating a 1/1 Kor Ally creature token.
  2. 2When the Kor Ally enters, Haru triggers, earthbending a land you control.
  3. 3Cast Chain of Vapor by paying {U}, causing you to return any nonland permanent you control except Haru or Retreat to Emeria from the battlefield to your hand, and then sacrifice an earthbent land to copy Chain of Vapor targeting another applicable permanent you control.
  4. 4The earthbent land triggers, returning itself from your graveyard to the battlefield tapped.
  5. 5When the land enters, Retreat to Emeria triggers, creating a 1/1 Kor Ally creature token.
  6. 6When the Kor Ally enters, Haru triggers, earthbending a land you control.
  7. 7Resolve Chain of Vapor, causing you to return the targeted permanent from the battlefield to your hand, and then sacrifice an earthbent land to copy Chain of Vapor targeting another applicable permanent you control.
  8. 8Repeat from step 4.
Dockside Extortionist
+Chain of Vapor
+Lore Drakkis
#2

Dockside Extortionist + Chain of Vapor + Lore Drakkis

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggersInfinite artifact tokens
  1. 1Cast Dockside Extortionist by paying {1}{R}.
  2. 2Dockside Extortionist enters the battlefield, creating at least six Treasure tokens.
  3. 3Activate five Treasure tokens by tapping and sacrificing them, adding {1}{U/R}{U/R}{U}{R}.
  4. 4Cast Lore Drakkis for its mutate cost by paying {U/R}{U/R}, mutating it on top of Dockside Extortionist.
  5. 5Lore Drakkis triggers, returning Chain of Vapor from your graveyard to your hand.
  6. 6Cast Chain of Vapor by paying {U}, returning Lore Drakkis and Dockside Extortionist to your hand and choosing not to copy Chain of Vapor.
  7. 7Repeat.
03

Legal formats

legacyvintagecommanderoathbreakerduelpremodernpredhtlr
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