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Diluvian PrimordialHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Outlaws of Thunder Junction Commander· April 19, 2024
Carte Magic Diluvian Primordial

Diluvian Primordial 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

Flying When this creature enters, for each opponent, you may cast up to one target instant or sorcery card from that player's graveyard without paying its mana cost. If a spell cast this way would be put into a graveyard, exile it instead.

How it works : Diluvian Primordial

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You can choose a number of targets up to the number of opponents you have, one target per opponent.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    You cast the cards one at a time, choosing modes, targets and so on. The last card you cast will be the first one to resolve.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    When casting an instant or sorcery card this way, ignore timing restrictions based on the card's type. Other timing restrictions, such as "Cast [this card] only during combat," must be followed.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If you can't cast one of the target instant or sorcery cards, perhaps because there are no legal targets available, or if you choose not to cast one, it will remain in its owner's graveyard.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If you cast a card "without paying its mana cost," you can't pay alternative costs such as overload costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If a card has {X} in its mana cost, you must choose 0 as its value.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If an instant or sorcery card you cast this way is countered, it will still be exiled.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If you cast an instant or sorcery spell with cipher this way, you may exile the card encoded on a creature you control. If you can't, or if you choose not to, the card will end up exiled but not encoded on a creature.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If an instant or sorcery card you cast this way goes to a zone other than exile or a graveyard, perhaps because one of its abilities says to put it into its owner's hand, it won't be exiled. This is true even if the card would be put into a graveyard later that turn.

    No other card is named in this ruling.

02

Legal formats

pioneermodernlegacyvintagepennycommanderoathbreakerduel
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Official source