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Conjurer's ClosetHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Innistrad Remastered· January 24, 2025
Carte Magic Conjurer's Closet

Conjurer's Closet 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

At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control.

Complete guide

Conjurer's Closet is a powerful artifact that allows you to reuse 'enters the battlefield' abilities every single turn. By momentarily flickering a creature out of existence, you reset its status and trigger its most potent effects repeatedly. It is a staple for any deck looking to grind out value through creature-based synergies.

What It Does

Conjurer's Closet triggers at the beginning of your end step, allowing you to exile one creature you control and immediately return it to the battlefield under your control. Because the creature leaves and returns, it is treated as a brand-new object. It loses all counters, any Auras attached to it fall off into the graveyard, and Equipment becomes unattached. This 'reset' button is perfect for refreshing abilities or permanently keeping creatures you only borrowed for the turn.

How It Resolves Step by Step

First, the ability triggers as your end step begins, and you choose a target creature you control. Upon resolution, the creature is moved to the exile zone. Immediately after, that card returns to the battlefield under your control. If the creature has an ability that triggers when it enters the battlefield, that ability will trigger now. Note that because this happens during the end step, the creature will have summoning sickness until your next turn unless it has haste.

Common Mistakes

A frequent error involves using the Closet on tokens; if you exile a token, it ceases to exist and will not return. Additionally, remember that while the Closet can 'blink' a creature you stole with a temporary effect to keep it forever, it cannot save a creature from 'until end of turn' effects that happen before the end step. You must control the creature at the start of your end step to target it.

When to Play It

You should play Conjurer's Closet in decks that rely on creatures with impactful 'enters the battlefield' triggers. It is also an excellent defensive tool to remove negative counters or to untap a creature so it can be ready to block, provided you have a way to give it vigilance or wait for the next turn cycle.

Interaction examples

Infinite Land Fetching

With Solemn Simulacrum on the battlefield, Conjurer's Closet triggers during your end step. You exile the Simulacrum and return it to play. This triggers the Simulacrum's ability, allowing you to search for a basic land and put it onto the battlefield tapped every single turn.

The One Ring Interaction

While Conjurer's Closet only targets creatures, if you have a way to turn The One Ring into a creature (such as with an animating spell), you can blink it. However, be careful: The One Ring's protection ability only triggers if you 'cast it.' Blinking it with the Closet will reset the burden counters to zero, saving you from life loss, but you will not regain protection from everything.

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

How it works : Conjurer's Closet

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Once the exiled creature returns, it's considered a new object with no relation to the object that it was. Auras attached to the exiled creature will be put into their owners' graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If a token is exiled this way, it will cease to exist and won't return to the battlefield.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If you gain control of a creature “until end of turn,” you control it during that turn's end step.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    When an effect returns the exiled card “under your control,” you control it indefinitely after that. In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any creatures you control from Conjurer's Closet effect are exiled.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Conjurer's Closet
+Archaeomancer
+Time Warp
#1

Conjurer's Closet + Archaeomancer + Time Warp

Infinite creature ETBInfinite creature LTBInfinite turnsLock
  1. 1Cast Time Warp by paying {3}{U}{U}, taking an extra turn after this one.
  2. 2At the beginning of your end step, Conjurer's Closet triggers, blinking Archaeomancer.
  3. 3Archaeomancer enters the battlefield, returning Time Warp from your graveyard to your hand.
  4. 4Repeat.
Inalla, Archmage Ritualist
+Timestream Navigator
+Conjurer's Closet
#2

Inalla, Archmage Ritualist + Timestream Navigator + Conjurer's Closet

Infinite turnsLock
  1. 1At the beginning of your end step, Conjurer's Closet triggers, blinking Timestream Navigator.
  2. 2If you don't have the city's blessing, Timestream Navigator's Ascend ability gives you the city's blessing.
  3. 3When Timestream Navigator enters the battlefield, triggering Inalla, causing you to pay {1} to create a token copy of Timestream Navigator with haste.
  4. 4Activate the Timestream Navigator token by paying {2}{U}{U}, tapping it, and putting it on the bottom of your library, causing you to take an extra turn after this one.
  5. 5Repeat each turn.
Conjurer's Closet
+Archaeomancer
+Temporal Manipulation
#3

Conjurer's Closet + Archaeomancer + Temporal Manipulation

Infinite creature ETBInfinite creature LTBInfinite turnsLock
  1. 1Cast Temporal Manipulation by paying {3}{U}{U}, taking an extra turn after this one.
  2. 2At the beginning of your end step, Conjurer's Closet triggers, blinking Archaeomancer.
  3. 3Archaeomancer enters the battlefield, returning Temporal Manipulation from your graveyard to your hand.
  4. 4Repeat.
Azor, the Lawbringer
+Conjurer's Closet
#4

Azor, the Lawbringer + Conjurer's Closet

Opponents can't cast instant spells during their turnsOpponents can't cast sorcery spellsLock
  1. 1At the beginning of your end step, Conjurer's Closet triggers, blinking Azor.
  2. 2Azor enters the battlefield, preventing opponents from casting instants or sorceries during their next turn.
  3. 3Repeat during each of your turns.
Wernog, Rider's Chaplain
+Time Sieve
+Academy Manufactor
+Conjurer's Closet
#5

Wernog, Rider's Chaplain + Time Sieve + Academy Manufactor + Conjurer's Closet

Infinite turnsLock
  1. 1At the beginning of your end step, Conjurer's Closet triggers, blinking Wernog.
  2. 2When Wernog leaves and enters the battlefield, it triggers twice.
  3. 3Resolve both triggers, creating at least two Clue, two Food and two Treasure artifact tokens.
  4. 4Activate Time Sieve by tapping it and sacrificing five artifacts, causing you to take an extra turn after this one.
  5. 5Repeat each turn.
Molten Echoes
+Timestream Navigator
+Conjurer's Closet
#6

Molten Echoes + Timestream Navigator + Conjurer's Closet

Infinite turnsLock
  1. 1At the beginning of your end step, Conjurer's Closet triggers, blinking Timestream Navigator.
  2. 2Timestream Navigator enters the battlefield, triggering Molten Echoes, creating a token copy of Timestream Navigator with haste.
  3. 3Activate the token Timestream Navigator by paying {2}{U}{U}, tapping it and putting it on the bottom of your library, causing you to take an extra turn after this one.
  4. 4Repeat each turn.
Conjurer's Closet
+Archaeomancer
+Time Stretch
#7

Conjurer's Closet + Archaeomancer + Time Stretch

Infinite creature ETBInfinite creature LTBInfinite turnsLock
  1. 1Cast Time Stretch by paying {8}{U}{U}, taking an extra turn after this one.
  2. 2At the beginning of your end step, Conjurer's Closet triggers, blinking Archaeomancer.
  3. 3Archaeomancer enters the battlefield, returning Time Stretch from your graveyard to your hand.
  4. 4Repeat.
Glorious Protector
+Icewind Stalwart
+Conjurer's Closet
#8

Glorious Protector + Icewind Stalwart + Conjurer's Closet

Infinite blinking of most creaturesInfinite creature ETBInfinite creature LTB
  1. 1At the beginning of your end step, Conjurer's Closet triggers, blinking Glorious Protector.
  2. 2Glorious Protector leaves and enters the battlefield, returning Icewind Stalwart from exile to the battlefield, and triggering both Icewind Stalwart and Glorious Protector's enters-the-battlefield abilities.
  3. 3Resolve the Glorious Protector trigger, exiling Icewind Stalwart until Glorious Protector enters the battlefield.
  4. 4Resolve the Icewind Stalwart trigger, blinking Glorious Protector.
  5. 5Repeat from step 2.
03

Legal formats

modernlegacyvintagepennycommanderoathbreakerduel
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