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Rules guide · Enchantment

Curse of EchoesHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Dark Ascension· February 3, 2012
Carte Magic Curse of Echoes

Curse of Echoes 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

Enchant player Whenever enchanted player casts an instant or sorcery spell, each other player may copy that spell and may choose new targets for the copy they control.

Complete guide

Curse of Echoes is a powerful blue enchantment that punishes opponents for casting non-creature spells by sharing the wealth. Once this Aura is attached to a player, every instant or sorcery they cast is replicated for everyone else at the table. It transforms an opponent's tactical advantage into a communal benefit that you and your allies can exploit.

What It Does

Curse of Echoes is an 'Enchant player' Aura with the Curse subtype. Whenever the enchanted player casts an instant or sorcery spell, a triggered ability goes on the stack. When this ability resolves, every other player in the game gets to create a copy of that spell. Each player who receives a copy becomes the controller of that copy and can choose new targets for it, allowing them to redirect the spell's effects to their own advantage.

Step-by-Step Resolution

First, the enchanted player casts an instant or sorcery spell, which triggers Curse of Echoes. Next, the triggered ability is put on the stack above the original spell. As the ability resolves, starting with the active player and moving in turn order, each player (excluding the enchanted player) creates a copy. The copies are placed on the stack, meaning they resolve before the original spell. Crucially, because these are copies created on the stack, they are not 'cast,' so they won't trigger 'whenever you cast a spell' abilities.

Common Mistakes

A common point of confusion involves modal spells or spells with variable costs like {X}. You cannot change the modes of a modal spell; you are stuck with whatever the enchanted player chose. Similarly, if the original spell had an X value, all copies inherit that same X value. You also cannot pay additional costs (like Kicker) for the copies, but if the original caster paid those costs, your copies will act as though those costs were paid for them as well.

When to Play It

Curse of Echoes is most effective against 'Spellslinger' decks or control players who rely heavily on powerful instants and sorceries. By enchanting the player most likely to cast high-impact spells, you ensure that you always have an answer or a mirroring effect ready. It is particularly potent in multiplayer formats like Commander, where multiple opponents might benefit from the copies, potentially creating a political alliance against the enchanted player.

Interaction examples

Solo Efficiency

If you enchant an opponent with Curse of Echoes and they cast a simple Divination, the Curse triggers. You create your own copy of Divination. Your copy resolves first, allowing you to draw two cards, then their original Divination resolves and they draw two cards.

Synergy and Strategy

Imagine the enchanted player casts an instant to destroy your Bident of Thassa. Curse of Echoes triggers, giving you a copy of that destruction spell. You can choose a new target for your copy—perhaps a powerful artifact belonging to the enchanted player. Your copy resolves first, destroying their permanent, before their original spell resolves to destroy your Bident.

Missed Triggers

If the enchanted player casts a spell that creates creature tokens while you have Kindred Discovery on the field, Curse of Echoes will give you a copy of that spell. When your copy resolves and creates tokens, Kindred Discovery will trigger because those creatures entered under your control. However, remember that the copy itself was not 'cast,' so cards that trigger on casting spells would not see it.

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

How it works : Curse of Echoes

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    When the triggered ability resolves, it creates a copy of that spell for each other player. The active player creates their copy and may choose new targets first (if that player isn’t the enchanted player), then each other player (except the enchanted player) creates their copy and may choose new targets in turn order. The last player who creates their copy controls the copy that will resolve first.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    All the copies are created on the stack, so none of them are cast. Abilities that trigger when a player casts a spell won’t trigger. The copies will then resolve as normal, after players get a chance to cast spells and activate abilities.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Each copy will have the same targets as the spell it’s copying unless its controller chooses new ones. That player may change any number of the targets, including all of them or none of them. If, for one of the targets, that player 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.

  4. #4· Wizards of the Coast

    If the original spell is modal (that is, it says “Choose one —” or the like), each copy will have the same mode(s). You can’t choose different ones.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If the original spell has an X whose value was determined as it was cast, each copy has the same value of X.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    You can’t choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too. For example, if the enchanted player sacrifices a 3/3 creature to cast Fling, each copy of Fling will also deal 3 damage.

    No other card is named in this ruling.

02

Legal formats

modernlegacyvintagepennycommanderoathbreakerduel
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