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Rules guide · Instant

Contact Other PlaneHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Commander Legends: Battle for Baldur's Gate· June 10, 2022
Carte Magic Contact Other Plane

Contact Other Plane 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

Roll a d20. 1—9 | Draw two cards. 10—19 | Scry 2, then draw two cards. 20 | Scry 3, then draw three cards.

Complete guide

Contact Other Plane is a versatile blue instant from the Adventures in the Forgotten Realms set that brings the excitement of a Dungeons & Dragons skill check to Magic: The Gathering. By rolling a d20, you tap into the multiverse's wisdom to gain card advantage, with the quality of your insights depending entirely on the luck of the die.

Understanding the Roll

When you cast Contact Other Plane, you follow a three-tier results table based on your d20 roll. A roll of 1–9 grants you two cards. A result of 10–19 improves this by allowing you to Scry 2 before drawing the two cards. The critical success, a natural 20, provides a powerful Scry 3 and draws you three cards. Because the scry happens before the draw in the higher tiers, you can filter your deck to find exactly what you need.

The Resolution Process

Once Contact Other Plane begins to resolve, no player can take actions until the entire process is finished. You roll the d20 and immediately apply the corresponding effect based on the result. Your opponents cannot wait to see what you roll before deciding whether to counter the spell; they must use their responses while the spell is still on the stack, before the die is even touched.

Strategic Timing

As an instant, this card is best played at the end of an opponent's turn. This allows you to keep your mana open for reactive plays during their turn and then replenish your hand right before yours begins. Even the lowest roll result provides a net gain of one card, making it a reliable, if slightly unpredictable, draw spell.

Interaction examples

Navigating the Stack

If you cast Contact Other Plane, your opponent may cast Fierce Guardianship to counter it. This must happen while Contact Other Plane is still waiting to resolve. Once both players pass priority and you roll the d20, the spell is in the process of resolving, and it is too late for the opponent to counter it, regardless of whether you roll 1 or 20.

Filtering vs. Raw Draw

Unlike Frantic Search, which always requires you to discard after drawing, Contact Other Plane never asks for a discard. If you roll a 10 or higher, you Scry first. For example, if you Scry 2 and see two lands you don't need, you can put them on the bottom of your library before the 'draw two' instruction occurs, ensuring your new hand is full of active spells instead of excess mana.

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

How it works : Contact Other Plane

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a “results table” in the card text.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    An effect that says “choose a target, then roll a d20” or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the “result” of a die roll is looking for the result after these modifications. Anything that is looking for the “natural result” is looking for the number shown on the face of the die before these modifications.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderduel
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