Invasion of Zendikar // Awakened Skyclave 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.
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 for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Vigilance, haste As long as this creature is on the battlefield, it's a land in addition to its other types.: Add one mana of any color.
Complete guide
Invasion of Zendikar represents a pivotal moment in the Magic: The Gathering multiverse, offering a powerful way to accelerate your mana while preparing a future threat. As a Siege battle, it introduces a unique mini-game where you must defeat the fortification to unleash the primal power of the Awakened Skyclave. This dual-faced card excels at both mana fixing and late-game combat.
How the Battle Commences
When you cast Invasion of Zendikar, it enters the battlefield with three defense counters. You must choose an opponent to be the protector; this player will be responsible for blocking any creatures you send to attack the battle. As it enters, you search your library for up to two basic land cards and put them onto the battlefield tapped. This immediate ramp ensures that even if the battle is never defeated, you have already gained significant value.
Defeating the Siege Step-by-Step
To transform the battle, you must remove all three defense counters, typically by attacking it with your creatures or using spells that target 'any target.' Once the last counter is removed, the Siege's intrinsic triggered ability goes on the stack. First, the battle is exiled. Then, you may cast the back face, Awakened Skyclave, without paying its mana cost. Because you are casting the back face as a spell, it can be countered by your opponents before it ever touches the battlefield.
Understanding the Awakened Skyclave
The Awakened Skyclave is a 4/4 Elemental with vigilance and haste. Most importantly, it is a land in addition to its other types while on the battlefield. This means it can tap for any color of mana immediately thanks to haste. Because it is a land, it will trigger 'Landfall' abilities when it enters, but be aware: if a spell or effect destroys all lands or all creatures, the Skyclave will succumb to both.
Common Pitfalls
A common mistake is forgetting that you cannot block for your own Siege; only the chosen protector can assign blockers to defend it. Additionally, if the battle is destroyed by an effect like 'destroy target nonland permanent' rather than having its defense counters removed by damage, the triggered ability to cast the back face will not trigger. The counters must be removed to zero for the transformation to occur.
Interaction examples
On turn four, you cast Solemn Simulacrum to fetch a basic land. On turn five, you cast Invasion of Zendikar, fetching two more basic lands. In just two turns, you have increased your mana pool by three lands, setting up a massive advantage. You can then use the 2/2 Golem token from the Simulacrum to start chipping away at the Invasion's defense counters.
If your opponent manages to destroy Invasion of Zendikar before you can defeat it, or if you simply need more lands, you can cast Eternal Witness. When the Witness enters, you target the Invasion of Zendikar in your graveyard to return it to your hand. You can then recast the Siege to find two additional basic lands, further thinning your deck and ensuring you never miss a land drop.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Invasion of Zendikar // Awakened Skyclave
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Awakened Skyclave is cast as a creature spell. It can be countered and otherwise responded to. It won't be a land in addition to its other types until it enters the battlefield.
No other card is named in this ruling.
- #2· Wizards of the Coast
If Awakened Skyclave enters the battlefield, any ability that triggers whenever a land enters the battlefield will trigger.
No other card is named in this ruling.
- #3· 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.
- #4· 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.
- #5· 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.
- #6· 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.
- #7· 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.
- #8· 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.
- #9· 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.
- #10· 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.
- #11· 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.
- #12· 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.
- #13· 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.
- #14· 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.
- #15· 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.
- #16· 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.
- #17· 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.
- #18· 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.
Legal formats
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Meta decks with Invasion of Zendikar // Awakened Skyclave
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Eternal Witness