Gyre Sage 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.
Official card text
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.): Add
for each +1/+1 counter on this creature.
How it works : Gyre Sage
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Whenever a creature enters the battlefield under your control, check its power and toughness against the power and toughness of the creature with evolve. If neither stat of the new creature is greater, evolve won't trigger at all.
No other card is named in this ruling.
- #2· Wizards of the Coast
When comparing the stats as the evolve ability resolves, it's possible that the stat that's greater changes from power to toughness or vice versa. If this happens, the ability will still resolve and you'll put a +1/+1 counter on the creature with evolve. For example, if you control a 2/2 creature with evolve and a 1/3 creature enters the battlefield under your control, it toughness is greater so evolve will trigger. In response, the 1/3 creature gets +2/-2. When the evolve trigger tries to resolve, its power is greater. You'll put a +1/+1 counter on the creature with evolve.
No other card is named in this ruling.
- #3· Wizards of the Coast
If evolve triggers, the stat comparison will happen again when the ability tries to resolve. If neither stat of the new creature is greater, the ability will do nothing. If the creature that entered the battlefield leaves the battlefield before evolve tries to resolve, use its last known power and toughness to compare the stats.
No other card is named in this ruling.
- #4· Wizards of the Coast
When comparing the stats of the two creatures for evolve, you always compare power to power and toughness to toughness.
No other card is named in this ruling.
- #5· Wizards of the Coast
If a creature enters the battlefield with +1/+1 counters on it, consider those counters when determining if evolve will trigger. For example, a 1/1 creature that enters the battlefield with two +1/+1 counters on it will cause the evolve ability of a 2/2 creature to trigger.
No other card is named in this ruling.
- #6· Wizards of the Coast
If multiple creatures enter the battlefield at the same time, evolve may trigger multiple times, although the stat comparison will take place each time one of those abilities tries to resolve. For example, if you control a 2/2 creature with evolve and two 3/3 creatures enter the battlefield, evolve will trigger twice. The first ability will resolve and put a +1/+1 counter on the creature with evolve. When the second ability tries to resolve, neither the power nor the toughness of the new creature is greater than that of the creature with evolve, so that ability does nothing.
No other card is named in this ruling.
- #7· Wizards of the Coast
Gyre Sage's last ability is a mana ability. It doesn't use the stack and can't be responded to.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Staff of Domination + Gyre Sage
- 1Activate Gyre Sage by tapping it, adding at least
.
- 2Activate Staff of Domination's third ability by paying
and tapping it, untapping Gyre Sage.
- 3Activate Staff of Domination's first ability by paying
, untapping it.
- 4Repeat.
Umbral Mantle + Gyre Sage
- 1Activate Gyre Sage by tapping it, adding at least three mana of any color.
- 2Activate Gyre Sage by paying
and untapping it, giving it +2/+2 until end of turn.
- 3Repeat.
Sword of the Paruns + Gyre Sage
- 1Activate Gyre Sage by tapping it, adding at least
.
- 2Activate Sword of the Paruns by paying
, untapping Gyre Sage
- 3Repeat.
Experiment Kraj + Gilder Bairn + Gyre Sage
- 1Activate Experiment Kraj using Gyre Sage's ability by tapping it, adding at least
.
- 2Activate Experiment Kraj using Gilder Bairn's ability by paying
and untapping it, doubling each counter on target permanent.
- 3Repeat.
Marvin, Murderous Mimic + Pili-Pala + Gyre Sage
- 1Activate Marvin using Gyre Sage's ability by tapping it, adding at least
.
- 2Activate Marvin using Pili-Pala's ability by paying
and untapping it, adding one mana of any color.
- 3Repeat.
Wirewood Symbiote + Mirror Entity + Gyre Sage
- 1Activate Gyre Sage by tapping it, adding at least
.
- 2Cast Wirewood Symbiote by paying
.
- 3Activate Mirror Entity by paying
, giving creatures you control all creature types and base power and toughness 1/1 until end of turn.
- 4Activate Wirewood Symbiote by returning it from the battlefield to your hand, untapping Gyre Sage.
- 5Repeat.
Ashaya, Soul of the Wild + Scryb Ranger + Gyre Sage
- 1Activate Gyre Sage by tapping it, adding at least
.
- 2Activate Scryb Ranger by returning it from the battlefield to your hand, untapping Gyre Sage.
- 3Cast Scryb Ranger by paying
.
- 4Repeat.
Gilder Bairn + Agatha's Soul Cauldron + Gyre Sage
- 1Activate Gyre Sage by tapping it, adding at least
- 2Activate Gyre Sage using Gilder Bairn's ability by paying
and untapping it, doubling the counters on target permanent.
- 3Repeat.
Legal formats
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Meta decks with Gyre Sage
No archived Top 8 deck with this card yet.
















