Complete the Circuit 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
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays foror one mana of that creature's color.) You may cast sorcery spells this turn as though they had flash. When you next cast an instant or sorcery spell this turn, copy that spell twice. You may choose new targets for the copies.
How it works : Complete the Circuit
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
No other card is named in this ruling.
- #2· Wizards of the Coast
Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
No other card is named in this ruling.
- #3· Wizards of the Coast
When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
No other card is named in this ruling.
- #4· Wizards of the Coast
If a creature you control has a mana ability with
in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
No other card is named in this ruling.
- #5· Wizards of the Coast
Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
No other card is named in this ruling.
- #6· Wizards of the Coast
Tapping a multicolored creature using convoke will pay for
or one mana of your choice of any of that creature's colors.
No other card is named in this ruling.
- #7· Wizards of the Coast
If the spell that's copied has an X whose value was determined as it was cast, the copy will have the same value of X.
No other card is named in this ruling.
- #8· Wizards of the Coast
The "as though they had flash" effect applies only to casting sorcery spells. It does not, for example, change when you may activate abilities that can be activated "only as a sorcery."
No other card is named in this ruling.
- #9· Wizards of the Coast
You can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
No other card is named in this ruling.
- #10· Wizards of the Coast
If the spell has damage divided as it was cast, the division can't be changed (although the targets receiving that damage still can). The same is true of spells that distribute counters.
No other card is named in this ruling.
- #11· Wizards of the Coast
You may choose different new targets for each of the copies.
No other card is named in this ruling.
- #12· Wizards of the Coast
A copy of a spell is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.
No other card is named in this ruling.
- #13· Wizards of the Coast
If you copy a spell, you control the copy. It will resolve before the original spell does.
No other card is named in this ruling.
- #14· Wizards of the Coast
The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
No other card is named in this ruling.
- #15· Wizards of the Coast
If the spell that's copied is modal (that is, it includes a choice from a bulleted list of effects), the copy will have the same mode. A different mode can't be chosen.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Biovisionary + Complete the Circuit + Double Major
- 1Cast Complete the Circuit by paying
, copying the next instant or sorcery spell you cast twice.
- 2Cast Biovisionary by paying
.
- 3Holding priority, cast Double Major by paying
, targeting Biovisionary.
- 4Complete the Circuit triggers, copying Double Major twice, with both copies targeting Biovisionary.
- 5Resolve all Double Majors, creating three copies of the Biovisionary spells.
- 6Resolve all Biovisionary spells, causing you to have a nontoken Biovisionary and three token Biovisionaries.
- 7At the beginning of your end step, each Biovisionary triggers.
- 8Resolve the first trigger, causing you to win the game.
Biovisionary + Complete the Circuit + Cackling Counterpart
- 1Cast Complete the Circuit by paying
, causing you to copy the next instant or sorcery spell you cast twice.
- 2Cast Cackling Counterpart by paying
, targeting Biovisionary.
- 3Complete the Circuit triggers, copying Cackling Counterpart twice, with both copies targeting Biovisionary.
- 4Resolve all Cackling Counterparts, creating three token copies of Biovisionary.
- 5At the beginning of your end step, each Biovisionary triggers.
- 6Resolve the first trigger, causing you to win the game.
Biovisionary + Complete the Circuit + Quasiduplicate
- 1Cast Complete the Circuit by paying
, causing you to copy the next instant or sorcery spell you cast twice.
- 2Cast Quasiduplicate by paying
, targeting Biovisionary.
- 3Complete the Circuit triggers, copying Quasiduplicate twice, with both copies targeting Biovisionary.
- 4Resolve all Quasiduplicates, creating three token copies of Biovisionary.
- 5At the beginning of your end step, each Biovisionary triggers.
- 6Resolve the first trigger, causing you to win the game.
Biovisionary + Complete the Circuit + Croaking Counterpart
- 1Cast Complete the Circuit by paying
, causing you to copy the next instant or sorcery spell you cast twice.
- 2Cast Croaking Counterpart by paying
, targeting Biovisionary.
- 3Complete the Circuit triggers, copying Croaking Counterpart twice, with both copies targeting Biovisionary.
- 4Resolve all Croaking Counterparts, creating three token copies of Biovisionary that are 1/1 Frogs.
- 5At the beginning of your end step, each Biovisionary triggers.
- 6Resolve the first trigger, causing you to win the game.
Near-Death Experience + Complete the Circuit + Yavimaya Bloomsage // Channel
- 1On the end step prior to your turn, cast Complete the Circuit by paying
, reduced by the Convoke ability if possible.
- 2Cast a copy of Channel from exile by paying
, unpreparing Yavimaya Bloomsage.
- 3Activate Channel by paying 1 life, adding
.
- 4Repeat step 3 until you have exactly 1 life.
- 5At the beginning of your upkeep, Near-Death Experience triggers, causing you to win the game.
Near-Death Experience + Complete the Circuit + Channel
- 1On the end step prior to your turn, cast Complete the Circuit by paying
, reduced by the Convoke ability if possible.
- 2Cast Channel by paying
.
- 3Activate Channel by paying 1 life, adding
.
- 4Repeat step 3 until you have exactly 1 life.
- 5At the beginning of your upkeep, Near-Death Experience triggers, causing you to win the game.
Legal formats
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