← MTG Rules

Rules guide · Battle

Invasion of Alara // Awaken the MaelstromHow it works & interactions with other cards

By the ManaCount desk· 10 min read· March of the Machine· April 21, 2023
Carte Magic Invasion of Alara // Awaken the Maelstrom

Invasion of Alara // Awaken the Maelstrom 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

When this Siege enters, exile cards from the top of your library until you exile two nonland cards with mana value 4 or less. You may cast one of those two cards without paying its mana cost. Put one of them into your hand. Then put the other cards exiled this way on the bottom of your library in a random order. Awaken the Maelstrom is all colors. Target player draws two cards. You may put an artifact card from your hand onto the battlefield. Create a token that's a copy of a permanent you control. Distribute three +1/+1 counters among one, two, or three creatures you control. Destroy target permanent an opponent controls.

How it works : Invasion of Alara // Awaken the Maelstrom

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    For Invasion of Alara's triggered ability, if you exile two nonland cards with mana value 4 or less, but you don't cast one of them, the one you don't put into your hand will remain in exile. It won't be put on the bottom of your library.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you exile only one nonland card with mana value 4 or less, you'll have the option to cast it. If you don't, you'll put it into your hand.

    No other card is named in this ruling.

  3. #3· 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 any additional costs. If the spell has any mandatory additional costs, you must pay those.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If the spell 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.

  5. #5· Wizards of the Coast

    Awaken the Maelstrom has two targets: the player who will draw cards and the permanent an opponent controls that will be destroyed. You must choose legal targets for both to cast Awaken the Maelstrom. All other choices are made on resolution. Specifically, this means you can create a token that's a copy of the artifact you just put onto the battlefield (which perhaps you just drew) and then put +1/+1 counters on it if it's also a creature.

    Card named in this ruling

  6. #6· Wizards of the Coast

    The token copies exactly what was printed on the original permanent and nothing else (unless that permanent is copying something else or is a token; see below). It doesn't copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.

    Card named in this ruling

  7. #7· Wizards of the Coast

    If the copied permanent has {X} in its mana cost, X is 0.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If the copied permanent is a token, the token that's created copies the original characteristics of that token as stated by the effect that created that token.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If the copied permanent is copying something else, then the token enters the battlefield as whatever that permanent copied.

    Card named in this ruling

  10. #10· Wizards of the Coast

    Any enters-the-battlefield abilities of the copied permanent will trigger when the token enters the battlefield. Any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities of the copied permanent will also work.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    Sieges each have an intrinsic triggered ability. That ability is "When the last defense counter is removed from this permanent, exile it, then you may cast it transformed without paying its mana cost."

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    As a Siege enters the battlefield, its controller chooses an opponent to be its protector.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    A Siege's controller can't be its protector. If a Siege's protector ever gains control of it, they choose a new player to be its protector. This is a state-based action.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    If a non-battle permanent that is already on the battlefield become a copy of a Siege, its controller chooses one of their opponents to be that battle's protector. However, it will most likely be put into its owner's graveyard because it has no defense counters (see below).

    Card named in this ruling

  15. #15· Wizards of the Coast

    A battle's "defense" is displayed in the bottom right corner of the card. A battle enters the battlefield with that number of defense counters. If another permanent enters the battlefield as a copy of a battle, it also enters with that number of defense counters.

    Card named in this ruling

  16. #16· Wizards of the Coast

    Only creatures controlled by a battle's protector can block creatures that are attacking that battle. This means a Siege's controller can never assign creatures to block for it.

    No other card is named in this ruling.

  17. #17· Wizards of the Coast

    A battle can be dealt damage and be target of spells and/or abilities that target "any target."

    No other card is named in this ruling.

  18. #18· Wizards of the Coast

    Damage dealt to a battle causes that many defense counters to be removed from it.

    No other card is named in this ruling.

  19. #19· Wizards of the Coast

    A battle can be attacked by all players other than its protector. Notably, this means a Siege's controller can attack it.

    No other card is named in this ruling.

  20. #20· Wizards of the Coast

    If a battle has no defense counters, and it isn't the source of a triggered ability that has triggered but not yet left the stack, that battle is put into its owner's graveyard. This is a state-based action. This doesn't cause a Siege's intrinsic triggered ability to trigger.

    No other card is named in this ruling.

  21. #21· Wizards of the Coast

    If a Siege never had defense counters on it (perhaps because a permanent became a copy of one), it can't have its last defense counter removed. It will be put into its owner's graveyard. You won't exile it or cast the other face.

    Card named in this ruling

  22. #22· Wizards of the Coast

    If a token or a card that isn't represented by a transforming double-faced card becomes a copy of a Siege, it can't be cast as its triggered ability resolves. It will remain in exile. If it's a token, it will cease to exist the next time state-based actions are performed.

    Card named in this ruling

  23. #23· Wizards of the Coast

    If a permanent that is represented by a transforming double-faced card becomes a copy of a Siege, it will be exiled as that Siege's triggered ability resolves, then it will be cast transformed. Note that this applies only to transforming double-faced cards, not to modal double-faced cards that can normally be played using either face.

    Card named in this ruling

  24. #24· Wizards of the Coast

    In a multiplayer game, if the protector of a battle leaves the game and that battle is not currently being attacked, its controller chooses a new protector for it as a state-based action. If it is being attacked, its controller chooses a new protector for it once no creatures are attacking it. This means that it continues to be attacked and can be dealt combat damage as normal.

    No other card is named in this ruling.

  25. #25· Wizards of the Coast

    If a battle that's being attacked somehow stops being a battle, it is removed from combat. Similarly, if its controller changes in the middle of combat, it is removed from combat.

    No other card is named in this ruling.

  26. #26· Wizards of the Coast

    Battles can't attack or block, even if one also becomes a creature. If an attacking or blocking creature somehow becomes a battle in addition to being a creature, it is removed from combat.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Dualcaster Mage
+Invasion of Alara // Awaken the Maelstrom
#1

Dualcaster Mage + Invasion of Alara // Awaken the Maelstrom

Infinite creature tokensInfinite creature ETBInfinite magecraft triggersInfinite card draw for any number of players
  1. 1Defeat Invasion of Alara, triggering it, causing you to exile it and cast Awaken the Maelstrom.
  2. 2Holding priority, cast Dualcaster Mage by paying {1}{R}{R}.
  3. 3When Dualcaster Mage enters the battlefield, it triggers, copying Awaken the Maelstrom, targeting Dualcaster Mage.
  4. 4Resolve the copy of Awaken the Maelstrom, causing a player to draw two cards, then allowing you to put an artifact card from your hand onto the battlefield, then creating a token copy of Dualcaster Mage, then putting three +1/+1 counters on creature(s) you control, and then destroying a permanent an opponent controls.
  5. 5Repeat from step 3.
Naru Meha, Master Wizard
+Invasion of Alara // Awaken the Maelstrom
#2

Naru Meha, Master Wizard + Invasion of Alara // Awaken the Maelstrom

Infinite death triggersInfinite creature LTBInfinite magecraft triggersInfinite card draw for any number of players
  1. 1Defeat Invasion of Alara, triggering it, causing you to exile it and cast Awaken the Maelstrom.
  2. 2Holding priority, cast Naru Meha by paying {2}{U}{U}.
  3. 3When Naru Meha enters the battlefield, it triggers, copying Awaken the Maelstrom, targeting Naru Meha.
  4. 4Resolve the copy of Awaken the Maelstrom, causing a player to draw two cards, then allowing you to put an artifact card from your hand onto the battlefield, then creating a token copy of Naru Meha, then putting three +1/+1 counters on creature(s) you control, and then destroying a permanent an opponent controls.
  5. 5Put either Naru Meha into your graveyard due to the legend rule.
  6. 6Repeat from step 3.
Biovisionary
+Echo Mage
+Invasion of Alara // Awaken the Maelstrom
#3

Biovisionary + Echo Mage + Invasion of Alara // Awaken the Maelstrom

Win the game
  1. 1Defeat Invasion of Alara, triggering it, causing you to exile it and cast Awaken the Maelstorm without paying its mana cost, targeting Biovisionary.
  2. 2Holding priority, activate Echo Mage by tapping it, copying Awaken the Maelstrom twice, with both copies targeting Biovisionary.
  3. 3Resolve all Awaken the Maelstrom spells, creating three token copies of Biovisionary.
  4. 4At the beginning of your end step, each Biovisionary triggers. Resolve the first trigger, causing you to win the game.
Summon: G.F. Cerberus
+Biovisionary
+Invasion of Alara // Awaken the Maelstrom
#4

Summon: G.F. Cerberus + Biovisionary + Invasion of Alara // Awaken the Maelstrom

Win the game
  1. 1At the beginning of your precombat main phase. Summon: G.F. Cerberus triggers, putting a lore counter on it and triggering its third chapter ability, copying the next instant or sorcery spell you cast twice.
  2. 2Defeat Invasion of Alara, causing you to then exile it and cast Awaken the Maelstrom without paying its mana cost, targeting Biovisionary.
  3. 3Summon: G.F. Cerberus triggers, copying Invasion of Alara // Awaken the Maelstrom twice, with the copies targeting Biovisionary.
  4. 4Resolve all Invasion of Alara // Awaken the Maelstroms, copying Biovisionary three times.
  5. 5At the beginning of your end step, each Biovisionary triggers. Resolve the first trigger, causing you to win the game.
Wayta, Trainer Prodigy
+Bellowing Aegisaur
+Cacophodon
+Temple Altisaur
#5

Wayta, Trainer Prodigy + Bellowing Aegisaur + Cacophodon + Temple Altisaur

Infinite +1/+1 counters on creatures you control
  1. 1Defeat Invasion of Alara, causing you to cast Awaken the Maelstrom without paying its mana cost, creating a token copy of Bellowing Aegisaur.
  2. 2Activate a mana-producing permanent you control by tapping it, adding at least {G}.
  3. 3Activate Wayta by paying {G} and tapping it, causing Cacophodon and the nontoken Bellowing Aegisaur to fight each other, with each only taking 1 damage due to Temple Altisaur.
  4. 4Cacophodon and Bellowing Aegisaur each trigger twice.
  5. 5Resolve all Bellowing Aegisaur triggers, putting two +1/+1 counters on each other creature you control.
  6. 6Resolve both Cacophodon triggers, untapping the mana-producing permanent and Wayta.
  7. 7Repeat from step 2, alternating between having the token and nontoken Bellowing Aegisaur fight Cacophodon.
Biovisionary
+Thunderclap Drake
+Invasion of Alara // Awaken the Maelstrom
#6

Biovisionary + Thunderclap Drake + Invasion of Alara // Awaken the Maelstrom

Win the game
  1. 1Activate Thunderclap Drake by paying {2}{U} and sacrificing it.
  2. 2Defeat Invasion of Alara, causing you to exile it and cast Awaken the Maelstrom without paying its mana cost, targeting Biovisionary.
  3. 3Thunderclap Drake triggers, copying Awaken the Maelstrom at least twice, with all copies targeting Biovisionary.
  4. 4Resolve all Awaken the Maelstrom spells, creating at least three copies of Biovisionary.
  5. 5At the beginning of your end step, each Biovisionary triggers, causing you to win the game.
Mirror-Mad Phantasm
+Invasion of Alara // Awaken the Maelstrom
#7

Mirror-Mad Phantasm + Invasion of Alara // Awaken the Maelstrom

Infinite self-mill
  1. 1Defeat Invasion of Alara, causing you to cast Awaken the Maelstrom without paying its mana cost, creating a token copy of Mirror-Mad Phantasm.
  2. 2Activate the Mirror-Mad Phantasm token by paying {1}{U}, shuffling the token into your library and milling your entire library due to it not having a card named Mirror-Mad Phantasm in it.
Carnage, Crimson Chaos
+Activated Sleeper
+Invasion of Alara // Awaken the Maelstrom
#8

Carnage, Crimson Chaos + Activated Sleeper + Invasion of Alara // Awaken the Maelstrom

Infinite creature ETBInfinite creature LTBInfinite death triggers
  1. 1Defeat Invasion of Alara, causing you to then cast Awaken the Maelstrom without paying its mana cost, creating a token copy of Carnage.
  2. 2Put the nontoken Carnage into your graveyard due to the legend rule.
  3. 3When the Carnage token enters, it triggers, putting Activated Sleeper from your graveyard onto the battlefield, or another applicable card otherwise.
  4. 4If Activated Sleeper was not returned in step 3, cast it by paying {2}{B}. Regardless, choose to have Activated Sleeper enter as a copy of Carnage.
  5. 5Put Activated Sleeper into your graveyard due to the legend rule.
  6. 6When Activated Sleeper enters, it triggers, returning itself from your graveyard to the battlefield as a copy of Carnage.
  7. 7Repeat from step 5.

Related cards and tokens

03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Invasion of Alara // Awaken the Maelstrom

No archived Top 8 deck with this card yet.

Explore the meta
Official source