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Rules guide · Enchantment

Invigorating Hot SpringHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Kamigawa: Neon Dynasty· February 18, 2022
Carte Magic Invigorating Hot Spring

Invigorating Hot Spring 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

This enchantment enters with four +1/+1 counters on it. Modified creatures you control have haste. (Equipment, Auras you control, and counters are modifications.) Remove a +1/+1 counter from this enchantment: Put a +1/+1 counter on target creature you control. Activate only as a sorcery and only once each turn.

Complete guide

Invigorating Hot Spring is a versatile enchantment that provides immediate pressure by granting haste to your modified creatures. By serving as both a source of +1/+1 counters and a static buff, it ensures your threats can strike the moment they hit the battlefield. Whether you are building around Equipment, Auras, or counters, this card keeps the momentum in your favor.

What It Does

Invigorating Hot Spring enters the battlefield with four +1/+1 counters. It grants haste to any creature you control that is 'modified.' A creature is considered modified if it has at least one counter on it, is equipped, or is enchanted by an Aura you control. Additionally, you can remove a counter from the enchantment to place a +1/+1 counter on one of your creatures, effectively 'modifying' it and granting it haste simultaneously.

Resolving the Ability

The activated ability must be played during your main phase when the stack is empty. First, you declare the ability and choose a target creature you control. Second, you pay the cost by removing one +1/+1 counter from Invigorating Hot Spring. Once the ability resolves, the creature receives the +1/+1 counter. Because it now has a counter, it is considered modified and immediately gains haste from the enchantment's static ability.

Common Mistakes

A common misconception involves who controls the Auras and Equipment. A creature you control is modified if it has an Aura attached to it that YOU control; an Aura attached by an opponent (like a Pacifism) does not count as a modification. However, for Equipment, it does not matter who controls the attachment; as long as your creature is equipped, it is modified. Remember that you can only activate the counter-transfer ability once per turn and only at sorcery speed.

When to Play It

This card is best played early in an aggressive deck to maximize the four counters it provides. It is particularly effective in decks that lack natural haste, as it allows newly cast creatures to attack immediately. Because it grants a permanent counter, the haste benefit remains even if Invigorating Hot Spring is later destroyed, provided the creature keeps that counter.

Interaction examples

Pressure with Impact Tremors

With Impact Tremors on the board, every creature you play deals 1 damage to your opponent. By using Invigorating Hot Spring to put a counter on a newly played creature, you not only trigger the damage from Tremors but also give that creature haste to attack immediately for even more damage.

Card Draw Synergy

If you cast a creature with 3 power while Garruk's Uprising is out, it won't trigger the card draw. However, if you activate Invigorating Hot Spring's ability during your main phase to put a counter on that creature, it may reach 4 power. While this won't trigger the 'enters' draw of Uprising (as the creature is already on the battlefield), the creature will now benefit from the trample granted by Uprising and the haste granted by the Spring.

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

How it works : Invigorating Hot Spring

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    An Aura controlled by an opponent does not cause a creature you control to be modified.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    A creature with a counter on it is considered modified no matter what kind of counter it is or which player put it on that creature.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    A creature that is equipped is considered modified no matter who controls the Equipment that's attached to it.

    No other card is named in this ruling.

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Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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