Leave // Chance 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
Return any number of target permanents you own to your hand. Aftermath (Cast this spell only from your graveyard. Then exile it.) Discard any number of cards, then draw that many cards.
Complete guide
Leave // Chance is a versatile split card featuring the Aftermath mechanic, allowing you to salvage your board state and cycle through your deck later. It provides a powerful safety valve for your permanents while setting up future plays directly from your graveyard.
Understanding Leave
The first half, Leave, is an instant that allows you to return any number of target permanents you own to your hand. Note that you must be the owner of the cards—the person whose deck they started in—but you do not necessarily have to be the current controller. This is an excellent way to save your board from a wipe or reuse 'enters the battlefield' abilities.
Casting with Aftermath
Chance is the second half, a sorcery that can only be cast from your graveyard. When you cast a spell with Aftermath, it is moved to the stack, and once it resolves or leaves the stack for any reason, it is exiled. Chance allows you to discard any number of cards from your hand and then draw that same number, effectively filtering your hand for better options.
Resolution Steps
When Leave is cast, you choose your targets. Upon resolution, those permanents return to your hand simultaneously. When Chance is cast from the graveyard, you choose which cards to discard as the spell resolves. You then count the number of discarded cards and draw that many. Because Chance is a sorcery, you can only cast it during your main phase when the stack is empty, unless an effect says otherwise.
Strategic Timing
Leave is best used in response to removal or when you want to protect valuable tokens you created. Since you own tokens you created, Leave can return them to your hand (though they will cease to exist once they arrive). Chance is best used when your hand is full of redundant lands or cards that aren't useful in the current matchup, turning them into fresh draws.
Interaction examples
If you have created four 2/2 Bird tokens with Perch Protection and an opponent attempts to exile them, you can cast Leave targeting those tokens. While the tokens will vanish as soon as they hit your hand due to state-based actions, this prevents your opponent from benefiting from 'exile' triggers or effects.
If an opponent tries to use Not of This World to counter an ability targeting their creature, you can cast Leave to return your own permanent that was the source of that ability to your hand. This can sometimes fizzle an opponent's protection spells if the board state changes, though Leave itself only targets permanents you own.
If Leave is already in your graveyard, you can cast Chance during your main phase. If you have three lands in hand that you don't need, you discard those three specific cards. Immediately after, you draw three new cards from your library. The Leave // Chance card is then exiled.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Leave // Chance
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You are a permanent's owner if the card representing it began the game in your deck, or if it's a token that entered the battlefield under your control. Leave can target a permanent you own but don't control.
No other card is named in this ruling.
- #2· Wizards of the Coast
Once you've started to cast a spell with aftermath from your graveyard, the card is immediately moved to the stack. Opponents can't try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation.
No other card is named in this ruling.
- #3· Wizards of the Coast
Each split card is a single card. For example, if you discard one, you've discarded one card, not two. If an effect counts the number of instant and sorcery cards in your graveyard, Destined // Lead counts once, not twice.
No other card is named in this ruling.
- #4· Wizards of the Coast
Each split card has two names. If an effect instructs you to choose a card name, you may choose one, but not both.
No other card is named in this ruling.
- #5· Wizards of the Coast
While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Destined // Lead is a green and black card, it is both an instant card and a sorcery card, and its mana value is 6. This means that if an effect allows you to cast a card with mana value 2 from your hand, you can't cast Destined. This is a change from the previous rules for split cards.
No other card is named in this ruling.
- #6· Wizards of the Coast
Split cards with aftermath have a new frame treatment—the half you can cast from your hand is oriented the same as other cards you'd cast from your hand, while the half you can cast from your graveyard is a traditional split card half. This frame treatment is for your convenience and has no rules significance.
No other card is named in this ruling.
- #7· Wizards of the Coast
If another effect allows you to cast a split card with aftermath from any zone other than a graveyard, you can't cast the half with aftermath.
No other card is named in this ruling.
- #8· Wizards of the Coast
If another effect allows you to cast a split card with aftermath from a graveyard, you may cast either half. If you cast the half that has aftermath, you'll exile the card if it would leave the stack.
No other card is named in this ruling.
- #9· Wizards of the Coast
A spell with aftermath cast from a graveyard will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.
No other card is named in this ruling.
- #10· Wizards of the Coast
If you cast the first half of a split card with aftermath during your turn, you'll have priority immediately after it resolves. You can cast the half with aftermath from your graveyard before any player can take any other action if it's legal for you to do so.
No other card is named in this ruling.
- #11· Wizards of the Coast
All split cards have two card faces on a single card, and you put a split card onto the stack with only the half you're casting. The characteristics of the half of the card you didn't cast are ignored while the spell is on the stack. For example, if an effect prevents you from casting green spells, you can cast Destined of Destined // Lead, but not Lead.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Barren Glory + Leave // Chance + One with Nothing
- 1During the end step prior to your turn, float at least
.
- 2Cast Leave by paying
, returning all permanents you control except Barren Glory from the battlefield to your hand.
- 3Cast One with Nothing by paying
, discarding your hand.
- 4At the beginning of your upkeep, Barren Glory triggers, causing you to win the game.
Dockside Extortionist + Lithoform Engine + Leave // Chance + Vedalken Orrery
- 1Cast Dockside Extortionist by paying
.
- 2Dockside Extortionist enters the battlefield, creating at least ten Treasure tokens.
- 3Activate seven Treasure tokens by tapping and sacrificing them, adding
.
- 4Cast Leave by paying
.
- 5Holding priority, activate Lithoform Engine's second ability by paying
and tapping it, copying Leave.
- 6Resolve the copy of Leave, returning Dockside Extortionist and Lithoform Engine from the battlefield to your hand.
- 7Cast Dockside Extortionist by paying
.
- 8Dockside Extortionist enters the battlefield, creating at least ten Treasure tokens.
Dockside Extortionist + Lithoform Engine + Leave // Chance + Leyline of Anticipation
- 1Cast Dockside Extortionist by paying
.
- 2Dockside Extortionist enters the battlefield, creating at least ten Treasure tokens.
- 3Activate seven Treasure tokens by tapping and sacrificing them, adding
.
- 4Cast Leave by paying
.
- 5Holding priority, activate Lithoform Engine's second ability by paying
and tapping it, copying Leave.
- 6Resolve the copy of Leave, returning Dockside Extortionist and Lithoform Engine from the battlefield to your hand.
- 7Cast Dockside Extortionist by paying
.
- 8Dockside Extortionist enters the battlefield, creating at least ten Treasure tokens.
Dockside Extortionist + Lithoform Engine + Leave // Chance + Tidal Barracuda
- 1Cast Dockside Extortionist by paying
.
- 2Dockside Extortionist enters the battlefield, creating at least ten Treasure tokens.
- 3Activate seven Treasure tokens by tapping and sacrificing them, adding
.
- 4Cast Leave by paying
.
- 5Holding priority, activate Lithoform Engine's second ability by paying
and tapping it, copying Leave.
- 6Resolve the copy of Leave, returning Dockside Extortionist and Lithoform Engine from the battlefield to your hand.
- 7Cast Dockside Extortionist by paying
.
- 8Dockside Extortionist enters the battlefield, creating at least ten Treasure tokens.
Legal formats
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Meta decks with Leave // Chance
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Perch Protection
Not of This World





