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Chasm GuideHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Battle for Zendikar· October 2, 2015
Carte Magic Chasm Guide

Chasm Guide 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

Rally — Whenever this creature or another Ally you control enters, creatures you control gain haste until end of turn.

Complete guide

Chasm Guide is a versatile Goblin Scout Ally that ensures your army is always ready for battle. By utilizing the Rally mechanic, it provides an immediate speed boost to your entire team whenever reinforcements arrive. This card is a cornerstone for aggressive Ally-themed decks looking to end the game quickly.

What it Does

Chasm Guide features the Rally ability keyword, which triggers whenever Chasm Guide itself or another Ally enters the battlefield under your control. When this happens, every creature you currently control gains haste until the end of the turn. This includes the Ally that just entered, Chasm Guide itself, and even non-Ally creatures that were already on the board.

Step-by-Step Resolution

First, an Ally creature enters the battlefield, which causes Chasm Guide's Rally ability to trigger and be placed on the stack. If multiple Allies enter simultaneously, the ability triggers once for each of them. Once the ability resolves, it checks which creatures you control at that exact moment; all of those creatures gain haste. Any creatures that enter the battlefield later in the turn after the ability has resolved will not have haste unless another Rally trigger occurs.

Common Mistakes

A frequent error is assuming that Chasm Guide provides a continuous haste aura. Rally is a triggered ability, not a static one. If you play a non-Ally creature after the Rally trigger has already resolved, that new creature will not have haste. Additionally, remember that Chasm Guide's ability triggers for itself, so it will always have haste the turn it is played unless its ability is countered.

When to Play It

Chasm Guide is best utilized in the pre-combat main phase to ensure your creatures can attack immediately. It is particularly effective in decks that can put multiple creatures onto the battlefield at once, as each Ally will refresh the haste effect for your entire board, allowing even your newly summoned utility creatures to use abilities that require tapping.

Interaction examples

Basic Rally Trigger

When you cast Chasm Guide and it enters the battlefield, its own Rally ability triggers. As the ability resolves, Chasm Guide gains haste, allowing it to attack or tap during the same turn it was played.

Haste for Non-Ally Creatures

If you control Solemn Simulacrum and then play Chasm Guide, the Rally ability triggers. Upon resolution, both Chasm Guide and Solemn Simulacrum gain haste. Note that if you played Solemn Simulacrum after Chasm Guide's trigger resolved, the Golem would not have haste.

Doubling the Rally

If you control Roaming Throne with 'Ally' chosen as the creature type, and Chasm Guide enters the battlefield, the Rally ability triggers twice. While haste doesn't stack, this interaction is vital if the first trigger is countered or if you have other Rally effects that provide power bonuses.

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

How it works : Chasm Guide

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    When an Ally enters the battlefield under your control, each rally ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If a creature with a rally ability enters the battlefield under your control at the same time as other Allies, that ability will trigger once for each of those creatures and once for the creature with the ability itself.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Kediss, Emberclaw Familiar
+Worldfire
+Parallax Wave
+Chasm Guide
#1

Kediss, Emberclaw Familiar + Worldfire + Parallax Wave + Chasm Guide

Each opponent loses the gameExile all cards in hands and graveyardsExile all permanentsNear-infinite lifeloss
  1. 1Cast Worldfire by paying {6}{R}{R}{R}, exiling all permanents, all cards in all hands and graveyards, and setting each player's life total to one.
  2. 2Parallax Wave leaves the battlefield, returning Kediss and Bloodswarn Steward from exile to the battlefield.
  3. 3Chasm Guide enters the battlefield, giving creatures you control haste until end of turn.
  4. 4Deal combat damage to an opponent with Kediss.
  5. 5The opponent dealt damage loses the game due to having less than zero life.
  6. 6Kediss triggers, dealing damage equal to the combat damage dealt to each other opponent.
  7. 7Each other opponent loses the game due to having less than zero life.
03

Legal formats

pioneermodernlegacyvintagecommanderoathbreakerduel
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