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Rules guide · Sorcery

Inscription of RuinHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Zendikar Rising· September 25, 2020
Carte Magic Inscription of Ruin

Inscription of Ruin 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

Kicker {2}{B}{B} Choose one. If this spell was kicked, choose any number instead. • Target opponent discards two cards. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Destroy target creature with mana value 3 or less.

How it works : Inscription of Ruin

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If a spell's kicker cost was paid, the spell is "kicked."

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The kicker ability doesn't let you pay a kicker cost more than once.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If more than one mode is chosen, perform them in the order written. Nothing can happen in between, however, and no player may choose to take actions. Any abilities that trigger will be put onto the stack after the spell has finished resolving.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If any targets become illegal, the other targets will still be affected as appropriate.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If a card in a player's graveyard or a creature on the battlefield has {X} in its mana cost, X is considered to be 0.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    Because targets are chosen as you cast a spell, you can't have Inscription of Ruin return a creature card and then destroy that creature.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If you kick Inscription of Ruin, you can't choose any one mode more than once.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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