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Rules guide · Legendary Creature

Feather, the RedeemedHow it works & interactions with other cards

By the ManaCount desk· 5 min read· War of the Spark· May 3, 2019
Carte Magic Feather, the Redeemed

Feather, the Redeemed 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 Whenever you cast an instant or sorcery spell that targets a creature you control, exile that card instead of putting it into your graveyard as it resolves. If you do, return it to your hand at the beginning of the next end step.

Complete guide

Feather, the Redeemed is a powerful commander that allows you to recycle your resources endlessly. By shielding your spells from the graveyard, this Angel ensures that every trick in your hand can be used turn after turn. Understanding her unique replacement effect is the key to mastering the skies of Boros.

What It Does

Feather, the Redeemed has a triggered ability that monitors the instant and sorcery spells you cast. If a spell targets at least one creature you control, Feather creates a replacement effect. Instead of that spell going to the graveyard when it finishes resolving, it goes to the exile zone. Then, a delayed triggered ability is created to return that card from exile to your hand at the start of the next end step.

Step-by-Step Resolution

First, you cast an instant or sorcery targeting your creature; Feather's ability triggers and resolves immediately, setting up the effect. Second, the spell resolves as normal, performing its instructions. Third, as the final step of resolution, Feather exiles the card instead of letting it touch the graveyard. Finally, when the next end step begins, the delayed trigger puts the card back into your hand. Note that if the spell is countered or fails to resolve because its targets became illegal, Feather's effect never applies because the spell never reached the 'resolution' stage.

Common Mistakes

A frequent error is forgetting that Feather only works on spells you own. If you cast a spell owned by an opponent, it won't go to your graveyard, so Feather cannot exile it. Additionally, if a spell has its own instructions to exile itself (like many 'extra turn' spells), Feather's effect is ignored because the spell isn't trying to go to the graveyard. However, if you have two replacement effects trying to exile the spell—such as Flashback and Feather—you choose which one to apply. Choosing Feather's effect ensures the card returns to your hand.

When to Play It

Feather is most effective when you have a hand full of low-cost combat tricks or protection spells. Because the cards return during the end step, you can use defensive spells during an opponent's turn and have them ready for your own, or use buff spells on your turn and get them back just in time to defend. It creates a loop of value that is very difficult for opponents to overcome without removing Feather herself.

Interaction examples

Doubling the Value

If you have Roaming Throne on the battlefield with 'Angel' chosen as the creature type, Feather's ability triggers twice whenever you target a creature you control with a spell. While the spell is still only exiled once, the second trigger doesn't hurt; it simply confirms the replacement effect. If Feather were to leave the battlefield after the triggers resolve but before the spell finishes resolving, the effect still functions perfectly.

Targeting Utility

If you cast a spell that targets Solemn Simulacrum (perhaps a spell that gives it indestructible or +1/+1), Feather recognizes that you targeted a creature you control. As the spell resolves, Solemn Simulacrum receives the benefit, and the spell card is moved to exile. At the next end step, that spell returns to your hand, allowing you to protect or buff your Golem again on a future turn.

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

How it works : Feather, the Redeemed

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If Feather is still on the battlefield as you finish casting an instant or sorcery spell that targets one or more creatures you control, its ability triggers. The replacement effect that exiles that spell and the delayed triggered ability that returns it to your hand both take effect even if Feather leaves the battlefield after this point.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The spell may have any other targets in addition to a creature you control.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If an instant or sorcery spell you cast that targets your creature doesn't resolve for any reason (either because another spell or ability counters it or because all its targets are illegal as it tries to resolve), it won't be exiled. You won't return it to your hand.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If an instant or sorcery spell's own instructions tell you to exile it or put it anywhere else, it won't try to be put into your graveyard or exiled with Feather's effect, so you won't return it to your hand.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If another replacement effect instructs you to exile an instant or sorcery spell, such as that of Dreadhorde Arcanist or the flashback keyword, you may choose to apply Feather's replacement effect first. If you do, Feather's delayed triggered ability will return that card to your hand.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If you cast an instant or sorcery spell that you don't own, it won't try to be put into your graveyard, so you won't exile it with Feather's effect or return it to your hand.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Feather, the Redeemed
+Sage of Hours
+Increasing Savagery
#1

Feather, the Redeemed + Sage of Hours + Increasing Savagery

Infinite turnsLock
  1. 1Cast Increasing Savagery by paying {2}{G}{G}, targeting Sage of Hours.
  2. 2Sage of Hours and Feather trigger.
  3. 3Resolve the Sage of Hours trigger, putting a +1/+1 counter on it.
  4. 4Resolve the Feather trigger, causing you to exile Increasing Savagery as it resolves.
  5. 5Resolve Increasing Savagery, putting five +1/+1 counters on Sage of Hours and exiling Increasing Savagery.
  6. 6Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
  7. 7At the beginning of your end step, Feather triggers, returning Increasing Savagery from exile to your hand.
  8. 8Repeat each turn.
Feather, the Redeemed
+Sage of Hours
+Verdant Confluence
#2

Feather, the Redeemed + Sage of Hours + Verdant Confluence

Infinite turnsLock
  1. 1Cast Verdant Confluence by paying {4}{G}{G}, choosing its first mode twice targeting Sage of Hours, and any other mode.
  2. 2Sage of Hours and Feather trigger.
  3. 3Resolve the Sage of Hours trigger, putting a +1/+1 counter on it.
  4. 4Resolve the Feather trigger, causing you to exile Verdant Confluence as it resolves.
  5. 5Resolve Verdant Confluence, putting four +1/+1 counters on Sage of Hours and exiling Verdant Confluence.
  6. 6Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
  7. 7At the beginning of your end step, Feather triggers, returning Verdant Confluence from exile to your hand.
  8. 8Repeat each turn.
Feather, the Redeemed
+Sage of Hours
+Infuse with the Elements
#3

Feather, the Redeemed + Sage of Hours + Infuse with the Elements

Infinite turnsLock
  1. 1Cast Infuse with the Elements by paying {3}{G}, ensuring each mana spent is a different color, targeting Sage of Hours.
  2. 2Sage of Hours and Feather trigger.
  3. 3Resolve the Sage of Hours trigger, putting a +1/+1 counter on it.
  4. 4Resolve the Feather trigger, causing you to exile Infuse with the Elements as it resolves.
  5. 5Resolve Infuse with the Elements, putting four +1/+1 counters on Sage of Hours and exiling Infuse with the Elements.
  6. 6Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
  7. 7At the beginning of your end step, Feather triggers, returning Infuse with the Elements from exile to your hand.
  8. 8Repeat each turn.
Feather, the Redeemed
+Sage of Hours
+Strength of the Tajuru
#4

Feather, the Redeemed + Sage of Hours + Strength of the Tajuru

Infinite turnsLock
  1. 1Cast Strength of the Tajuru by paying {4}{G}{G}, targeting Sage of Hours.
  2. 2Sage of Hours and Feather trigger.
  3. 3Resolve the Sage of Hours trigger, putting a +1/+1 counter on it.
  4. 4Resolve the Feather trigger, causing you to exile Strength of the Tajuru as it resolves.
  5. 5Resolve Strength of the Tajuru, putting four +1/+1 counters on Sage of Hours and exiling Strength of the Tajuru.
  6. 6Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
  7. 7At the beginning of your end step, Feather triggers, returning Strength of the Tajuru from exile to your hand.
  8. 8Repeat each turn.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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