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Rules guide · Instant

Invert PolarityHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Modern Horizons 3· June 14, 2024
Carte Magic Invert Polarity

Invert Polarity 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.

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Official card text

Choose target spell, then flip a coin. If you win the flip, gain control of that spell and you may choose new targets for it. If you lose the flip, counter that spell.

Complete guide

Invert Polarity is a high-stakes redirection tool that brings the unpredictability of Izzet magic to the stack. Whether you are seeking to steal your opponent's greatest threat or simply ensure it never resolves, this spell leaves the outcome to a single coin flip. It is a versatile defensive piece that can turn a losing game into an immediate victory.

What It Does

Invert Polarity is a modal-like counterspell that relies on chance. When you cast it, you target a spell on the stack. Upon resolution, you flip a coin to determine the spell's fate: winning the flip lets you take control of the spell, while losing the flip results in the spell being countered normally. Because it either counters or steals the target, the original spell will not resolve as your opponent intended regardless of the flip's outcome.

Step-by-Step Resolution

First, you cast Invert Polarity and choose a target spell. When Invert Polarity resolves, you immediately flip a coin. If you win, you gain control of the spell and may choose new targets; you must choose these new targets immediately before the current spell finishes resolving. If you lose, the spell is simply countered and moved to its owner's graveyard. Note that if the spell is stolen, you become the controller, but the original owner remains the owner.

Common Mistakes

A frequent error is trying to change the number of targets or the distribution of effects. If you win the flip and gain control of a spell that distributes damage or counters, you can change who receives those effects, but you cannot change the amounts assigned. For example, if a spell was cast to deal 3 damage to one target and 1 damage to another, you can pick two new targets, but they will still receive 3 and 1 damage respectively.

When to Play It

Invert Polarity is best used against high-impact spells where both outcomes are beneficial. It is especially potent against powerful removal or game-ending permanents. Since it costs three mana with specific color requirements, it is a mid-to-late game tool used to protect your board state or swing the tempo of the match by turning an opponent's resource against them.

Interaction examples

Stealing a Warp

Your opponent casts Chaos Warp targeting your commander. You cast Invert Polarity targeting Chaos Warp. You win the coin flip. You now control Chaos Warp and choose to change the target to your opponent's best creature. Chaos Warp resolves: your opponent shuffles their creature away and reveals the top card of their library, while your commander stays safe.

A Standard Counter

You cast a large creature, and your opponent casts Counterspell to stop it. You cast Invert Polarity targeting Counterspell. You lose the coin flip. Invert Polarity counters the Counterspell. Because the Counterspell is countered, it never resolves, and your creature successfully enters the battlefield. In this case, losing the flip still achieved your primary goal.

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

How it works : Invert Polarity

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You don't make any decisions about new targets for the spell until you win the flip.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you choose new targets for the target spell, the new targets must be legal.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If the target spell has a variable number of targets, you can't change how many targets it has.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If the target 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.

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Legal formats

historictimelessmodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawltlr
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