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Hypnotic Swirly DiscHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Unstable· December 8, 2017
Carte Magic Hypnotic Swirly Disc

Hypnotic Swirly Disc 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

Whenever you crank this Contraption, target player mills X cards, where X is the number of creatures you control.

Complete guide

Hypnotic Swirly Disc is a unique artifact Contraption that leverages your board presence to deplete an opponent's resources. By cranking this device, you turn your army into a mental assault, forcing your rivals to mill cards directly from their deck.

Understanding the Crank

As a Contraption, Hypnotic Swirly Disc exists outside your main deck and is assembled onto one of your three sprockets. At the beginning of your upkeep, you move your CRANK! counter to the next sprocket and choose whether to activate the Contraptions located there. If you choose to crank this disc, its triggered ability goes on the stack, targeting a player to begin the milling process.

Resolving the Ability

When the ability resolves, the game checks exactly how many creatures you control at that moment. This number becomes 'X'. The targeted player then moves the top X cards of their library to their graveyard. Because X is determined upon resolution, losing or gaining creatures in response to the trigger will change the final amount of cards milled.

Common Mistakes

A frequent error is forgetting that cranking is optional; you may choose not to mill a player if, for example, they benefit from having cards in their graveyard. Additionally, remember that Hypnotic Swirly Disc is an artifact but not a spell in your main deck; it must be 'assembled' via other card effects. If it would leave the battlefield for any zone other than exile, it is sent to the scrapyard rather than your graveyard.

When to Play It

This card is most effective in 'go-wide' strategies where you maintain a high creature count. Since it triggers during your upkeep, it provides a consistent, free source of mill every three turns (or more often if you have multiple sprockets loaded). It is a perfect tool for grinding out opponents in long games where every card in their library matters.

Interaction examples

Scaling the Mill

Suppose you have Hypnotic Swirly Disc on sprocket 1 and three 1/1 tokens. At your upkeep, you move the CRANK! counter to sprocket 1 and trigger the Disc. If you use Skullclamp to sacrifice one of those creatures to draw cards while the Disc's ability is still on the stack, the ability will check your board state upon resolution, see only two remaining creatures, and mill the target for 2 instead of 3.

Artifact Interactions

While Sol Ring cannot be used to 'cast' Hypnotic Swirly Disc (since Contraptions are assembled from a separate deck), the Disc is still an artifact on the battlefield. Any spell or ability you control that counts the number of artifacts you own, such as those fueled by mana from a Sol Ring, will see the Hypnotic Swirly Disc as a valid artifact permanent.

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

How it works : Hypnotic Swirly Disc

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Contraptions are artifacts. Anything that interacts with artifacts will interact with Contraptions.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Contraptions aren't put into your main deck. They go into a separate deck called the Contraption deck.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    In Constructed formats, a Contraption deck must have at least fifteen different Contraption cards and no more than one of each.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    In Limited formats, a Contraption deck may include any number of Contraption cards in your card pool. You don't have to include every Contraption card you draft or open in sealed deck. In those formats, your Contraption deck may include duplicates.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    In silver-bordered games using Contraptions, you have three sprockets, illustrated on the back of Contraption cards. At the start of the game, put a CRANK! counter on sprocket 3.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    While Contraptions you control are on the battlefield, the Contraption deck is not, even if you are using it to signify the three sprockets.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If you or a permanent you control are instructed to assemble a Contraption, reveal the top card of your Contraption deck. Put it onto the battlefield on one of the three sprockets.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    At the beginning of your upkeep, if you control any Contraptions, move the CRANK! counter to the next sprocket. You may then crank any number of Contraptions on that sprocket, causing their abilities to trigger. Cranking a Contraption is always optional.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If you crank multiple Contraptions, their abilities can be put onto the stack in any order. The ability put onto the stack will resolve first.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If a Contraption would leave the battlefield and go to any zone other than exile, it instead goes to the scrapyard, the Contraption deck's version of the graveyard. Things that affect the graveyard do not affect the scrapyard. You can exile Contraptions just fine.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If you or a permanent you control assembles a Contraption and your Contraption deck is empty, nothing happens. You don't lose the game.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    Any Contraption that's on the battlefield and wasn't assembled immediately heads to the scrapyard. However, if it's a not an actual Contraption card (like Copy Artifact isn't), it goes to your graveyard as normal. Non-Contraption cards can't be in the scrapyard.

    No other card is named in this ruling.

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