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Invasion of Arcavios // Invocation of the FoundersHow it works & interactions with other cards

By the ManaCount desk· 9 min read· March of the Machine· April 21, 2023
Carte Magic Invasion of Arcavios // Invocation of the Founders

Invasion of Arcavios // Invocation of the Founders 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

(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When this Siege enters, search your library, graveyard, and/or outside the game for an instant or sorcery card you own, reveal it, and put it into your hand. If you search your library this way, shuffle. Whenever you cast an instant or sorcery spell from your hand, you may copy that spell. You may choose new targets for the copy.

How it works : Invasion of Arcavios // Invocation of the Founders

Original English text — Wizards of the Coast / Scryfall

  1. #1· 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.

  2. #2· 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.

  3. #3· 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.

  4. #4· 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).

    No other card is named in this ruling.

  5. #5· 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.

    No other card is named in this ruling.

  6. #6· 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.

  7. #7· 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.

  8. #8· 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.

  9. #9· 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.

  10. #10· 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.

  11. #11· 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.

    No other card is named in this ruling.

  12. #12· 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.

    No other card is named in this ruling.

  13. #13· 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.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    You can’t choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    In a casual game, a card you choose from outside the game comes from your personal collection. In a tournament event, a card you choose from outside the game comes from your sideboard. You may look at your sideboard at any time.

    No other card is named in this ruling.

  16. #16· Wizards of the Coast

    You don’t have to declare up front where you’re going to search. You may search your library, pause, sigh, check out your graveyard, frown meaningfully at your opponent, then finally grab a game-winning sorcery card from your sideboard. Bit dramatic though.

    No other card is named in this ruling.

  17. #17· Wizards of the Coast

    A copy of a spell is created on the stack, so it’s not “cast.” Abilities that trigger when a player casts a spell won’t trigger.

    No other card is named in this ruling.

  18. #18· Wizards of the Coast

    If you copy a spell, you control the copy. It will resolve before the original spell does.

    No other card is named in this ruling.

  19. #19· Wizards of the Coast

    The copy will have the same targets as the spell it’s copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can’t choose a new legal target, then it remains unchanged (even if the current target is illegal).

    No other card is named in this ruling.

  20. #20· Wizards of the Coast

    If the spell that’s copied is modal (that is, it includes a choice from a bulleted list of effects), the copy will have the same mode. A different mode can’t be chosen.

    No other card is named in this ruling.

  21. #21· Wizards of the Coast

    If the spell that’s copied has an X whose value was determined as it was cast, the copy will have the same value of X.

    No other card is named in this ruling.

  22. #22· Wizards of the Coast

    If the spell has damage divided as it was cast, the division can’t be changed (although the targets receiving that damage still can). The same is true of spells that distribute counters.

    No other card is named in this ruling.

  23. #23· 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.

  24. #24· 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.

  25. #25· 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.

Heliod, the Radiant Dawn // Heliod, the Warped Eclipse
+Invasion of Arcavios // Invocation of the Founders
+Coveted Jewel
+Paradoxical Outcome
#1

Heliod, the Radiant Dawn // Heliod, the Warped Eclipse + Invasion of Arcavios // Invocation of the Founders + Coveted Jewel + Paradoxical Outcome

Infinite card drawInfinite draw triggersNear-infinite storm countNear-infinite magecraft triggers
  1. 1Cast Coveted Jewel by paying {0} due to Heliod.
  2. 2Activate Coveted Jewel by tapping it, adding {U}{U}{U}.
  3. 3Cast Invasion of Arcavios by paying {U}{U} due to Heliod.
  4. 4When Invasion of Arcavios enters the battlefield, it triggers, searching your library or graveyard for Paradoxical Outcome, if needed, and putting it into your hand.
  5. 5Cast Paradoxical Outcome by paying {U} due to Heliod, returning Coveted Jewel and Invasion of Arcavios from the battlefield to your hand.
  6. 6Repeat.
Invasion of Arcavios // Invocation of the Founders
+Hullbreaker Horror
+Nexus of Fate
#2

Invasion of Arcavios // Invocation of the Founders + Hullbreaker Horror + Nexus of Fate

Infinite turnsLock
  1. 1Cast Invasion of Arcavios by paying {3}{U}{U}.
  2. 2Hullbreaker Horror triggers, returning up to one nonland permanent to its owner's hand.
  3. 3When Invasion of Arcavios enters the battlefield, it triggers, returning Nexus of Fate from your graveyard to your hand, or searching your library for Nexus of Fate and putting it into your hand, if needed.
  4. 4Cast Nexus of Fate by paying {5}{U}{U}.
  5. 5Hullbreaker Horror triggers, returning Invasion of Arcavios to your hand from the battlefield.
  6. 6Resolve Nexus of Fate, causing you to take an extra turn after this one and shuffle it into your library.
  7. 7Repeat each turn.
Heliod, the Radiant Dawn // Heliod, the Warped Eclipse
+Invasion of Arcavios // Invocation of the Founders
+Chromatic Orrery
+Paradoxical Outcome
#3

Heliod, the Radiant Dawn // Heliod, the Warped Eclipse + Invasion of Arcavios // Invocation of the Founders + Chromatic Orrery + Paradoxical Outcome

Infinite card drawInfinite draw triggersNear-infinite storm countNear-infinite magecraft triggers
  1. 1Cast Chromatic Orrery by paying at most {2} due to Heliod.
  2. 2Activate Chromatic Orrery's first ability by tapping it, adding {C}{C}{C}{C}{C}.
  3. 3Cast Invasion of Arcavios by paying {2} due to Heliod and Chromatic Orrery.
  4. 4When Invasion of Arcavios enters the battlefield, it triggers, searching your library or graveyard for Paradoxical Outcome, if needed, and putting it into your hand.
  5. 5Cast Paradoxical Outcome by paying {1} due to Heliod and Chromatic Orrery, returning Chromatic Orrery and Invasion of Arcavios from the battlefield to your hand.
  6. 6Repeat.
  7. 7If opponents have drawn six or more cards this turn, this combo nets near-infinite mana.
Invasion of Arcavios // Invocation of the Founders
+Hullbreaker Horror
+Time Warp
#4

Invasion of Arcavios // Invocation of the Founders + Hullbreaker Horror + Time Warp

Infinite turnsLock
  1. 1Cast Invasion of Arcavios by paying {3}{U}{U}.
  2. 2Hullbreaker Horror triggers, returning up to one nonland permanent to its owner's hand.
  3. 3When Invasion of Arcavios enters the battlefield, it triggers, returning Time Warp from your graveyard to your hand, or searching your library for Time Warp and putting it into your hand, if needed.
  4. 4Cast Time Warp by paying {3}{U}{U}.
  5. 5Hullbreaker Horror triggers, returning Invasion of Arcavios to your hand from the battlefield.
  6. 6Resolve Time Warp, causing you to take an extra turn after this one.
  7. 7Repeat each turn.
Invasion of Arcavios // Invocation of the Founders
+Hullbreaker Horror
+Temporal Manipulation
#5

Invasion of Arcavios // Invocation of the Founders + Hullbreaker Horror + Temporal Manipulation

Infinite turnsLock
  1. 1Cast Invasion of Arcavios by paying {3}{U}{U}.
  2. 2Hullbreaker Horror triggers, returning up to one nonland permanent to its owner's hand.
  3. 3When Invasion of Arcavios enters the battlefield, it triggers, returning Temporal Manipulation from your graveyard to your hand, or searching your library for Temporal Manipulation and putting it into your hand, if needed.
  4. 4Cast Temporal Manipulation by paying {3}{U}{U}.
  5. 5Hullbreaker Horror triggers, returning Invasion of Arcavios to your hand from the battlefield.
  6. 6Resolve Temporal Manipulation, causing you to take an extra turn after this one.
  7. 7Repeat each turn.
Invasion of Arcavios // Invocation of the Founders
+Hullbreaker Horror
+Capture of Jingzhou
#6

Invasion of Arcavios // Invocation of the Founders + Hullbreaker Horror + Capture of Jingzhou

Infinite turnsLock
  1. 1Cast Invasion of Arcavios by paying {3}{U}{U}.
  2. 2Hullbreaker Horror triggers, returning up to one nonland permanent to its owner's hand.
  3. 3When Invasion of Arcavios enters the battlefield, it triggers, returning Capture of Jingzhou from your graveyard to your hand, or searching your library for Capture of Jingzhou and putting it into your hand, if needed.
  4. 4Cast Capture of Jingzhou by paying {3}{U}{U}.
  5. 5Hullbreaker Horror triggers, returning Invasion of Arcavios to your hand from the battlefield.
  6. 6Resolve Capture of Jingzhou, causing you to take an extra turn after this one.
  7. 7Repeat each turn.
Displacer Kitten
+Invasion of Arcavios // Invocation of the Founders
+Dark Ritual
#7

Displacer Kitten + Invasion of Arcavios // Invocation of the Founders + Dark Ritual

Infinite storm countInfinite magecraft triggersInfinite black manaInfinite casts of a specific spell
  1. 1Cast Dark Ritual by paying {B}.
  2. 2Displacer Kitten triggers, blinking Invasion of Arcavios.
  3. 3When Invasion of Arcavios enters the battlefield, it triggers, searching your library or graveyard for the additional instant or sorcery and putting it into your hand.
  4. 4Resolve Dark Ritual, adding {B}{B}{B}.
  5. 5Cast the additional instant or sorcery by paying at most {B}{B}.
  6. 6Displacer Kitten triggers, blinking Invasion of Arcavios.
  7. 7When Invasion of Arcavios enters the battlefield, it triggers, returning Dark Ritual from your graveyard to your hand.
  8. 8Resolve the additional instant or sorcery.
Invasion of Arcavios // Invocation of the Founders
+Hullbreaker Horror
+Beacon of Tomorrows
#8

Invasion of Arcavios // Invocation of the Founders + Hullbreaker Horror + Beacon of Tomorrows

Infinite turnsLock
  1. 1Cast Invasion of Arcavios by paying {3}{U}{U}.
  2. 2Hullbreaker Horror triggers, returning up to one nonland permanent to its owner's hand.
  3. 3When Invasion of Arcavios enters the battlefield, it triggers, returning Beacon of Tomorrows from your graveyard to your hand, or searching your library for Beacon of Tomorrows and putting it into your hand, if needed.
  4. 4Cast Beacon of Tomorrows by paying {6}{U}{U}.
  5. 5Hullbreaker Horror triggers, returning Invasion of Arcavios to your hand from the battlefield.
  6. 6Resolve Beacon of Tomorrows, causing you to take an extra turn after this one and shuffle it into your library.
  7. 7Repeat each turn.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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