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Hurl into HistoryHow it works & interactions with other cards

By the ManaCount desk· 3 min read· The Lost Caverns of Ixalan· November 17, 2023
Carte Magic Hurl into History

Hurl into History 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

Counter target artifact or creature spell. Discover X, where X is that spell's mana value. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

How it works : Hurl into History

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If the target spell has {X} in its mana cost, use the value chosen for X when calculating that spell's mana value.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    When you discover, you must exile cards. The only optional part of the ability is whether you cast the exiled card or put it into your hand.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    You exile the cards face up. All players will be able to see them.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If you cast a spell "without paying its mana cost", you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the spell has any mandatory additional costs, you must pay those to cast it.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If the discovered card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If you can't cast the discovered card (perhaps because there are no legal targets for the spell), you'll put it into your hand.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Some spells and abilities that cause you to discover may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve and you won't discover.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    The mana value of a split card is determined by the combined mana cost of its two halves. If discover allows you to cast a split card, you may cast either half (as long as its mana value is less than or equal to the effect's discover value) but not both halves.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If you discover an adventurer card, split card, or modal double-faced card, you might be able to cast that card with either set of characteristics depending on the effect's discover value. For example, if you discover 4 and reveal Galvanic Giant (an adventurer card from Wilds of Eldraine with a mana value of 4), you could cast Galvanic Giant, but not Storm Reading (its Adventure, which has a mana value of 7). If you discover 7 and reveal Galvanic Giant, you could cast either Galvanic Giant or Storm Reading.

    No other card is named in this ruling.

02

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlduel
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