← MTG Rules

Rules guide · Enchantment

In Too DeepHow it works & interactions with other cards

By the ManaCount desk· 3 min read· New Capenna Commander· April 29, 2022
Carte Magic In Too Deep

In Too Deep 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

Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Enchant creature, planeswalker, or Clue Enchanted permanent is a colorless Clue artifact with "{2}, Sacrifice this artifact: Draw a card" and loses all other abilities. (It's no longer a creature or planeswalker.)

Complete guide

In Too Deep is a powerful blue enchantment that offers an immediate solution to the most threatening permanents on the board. Thanks to its split second keyword, it cuts through the stack to ensure your opponent's best asset becomes nothing more than a simple Clue. This Aura effectively removes a creature or planeswalker by stripping its identity and turning it into a colorless artifact.

Unpacking Split Second

The defining feature of In Too Deep is split second. While this spell is on the stack, players are prohibited from casting other spells or activating non-mana abilities. This means your opponent cannot respond with a Counterspell or use a creature's ability to escape. However, triggered abilities still function, and players can still take special actions, such as turning a face-down creature face up.

Resolution and Transformation

When In Too Deep resolves, it attaches to the target creature, planeswalker, or Clue. The enchanted permanent immediately loses all its original types, subtypes, and abilities. It becomes a colorless Clue artifact. If it was a creature, it is no longer a creature and cannot attack or block; if it was a planeswalker, it loses its loyalty abilities and can no longer be attacked.

Common Misconceptions

A common mistake is thinking split second prevents all interactions. While it stops manual activations, triggered abilities like those from Chalice of the Void still trigger and resolve normally. Additionally, since In Too Deep is an Aura, you must still follow the standard timing rules for casting an enchantment—you can only cast it during your main phase when the stack is empty.

Strategic Implementation

Use In Too Deep to neutralize 'Command Zone' threats or combo pieces that rely on activated abilities. Because the permanent stays on the battlefield as a Clue, it doesn't trigger 'dies' abilities, but it does allow the opponent to eventually pay two mana to sacrifice it and draw a card. Use it when you need to bypass a wall of countermagic to remove a specific problem.

Interaction examples

Bypassing the Rhystic Tax

If you cast In Too Deep while an opponent controls Rhystic Study, the Study's ability will still trigger because split second does not stop triggered abilities. However, because players cannot cast spells or activate non-mana abilities while In Too Deep is on the stack, the opponent cannot use any activated abilities to generate mana to pay for other things, though they can still use mana abilities to pay for the tax if they wish.

Silencing the Fish

When you cast In Too Deep, it is a noncreature spell, which triggers your opponent's Mystic Remora. The triggered ability goes on the stack above In Too Deep. Your opponent will be able to draw a card (unless you pay the tax) before In Too Deep resolves. Note that even though the Remora triggers, your opponent still cannot cast a Counterspell in response because of the split second restriction.

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

How it works : In Too Deep

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Players still get priority while a card with split second is on the stack; their options are just limited to mana abilities and certain special actions.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Split second doesn't allow players to cast the spell it's on at times when they otherwise wouldn't be able to cast it. An enchantment with split second may still be cast only during its controller's main phase when the stack is empty.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Players may turn face-down creatures face up while a spell with split second is on the stack.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Split second doesn't stop triggered abilities from triggering, such as that of Chalice of the Void. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Casting a spell with split second won't affect spells and abilities that are already on the stack.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If the resolution of a triggered ability involves casting a spell, that spell can't be cast if a spell with split second is on the stack.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    After a spell with split second resolves (or otherwise leaves the stack), players may again cast spells and activate abilities before the next object on the stack resolves.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerdueltlr
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with In Too Deep

No archived Top 8 deck with this card yet.

Explore the meta
Official source