Lock and Load 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
Draw a card, then draw a card for each other instant and sorcery spell you've cast this turn. Plot(You may pay
and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Complete guide
Lock and Load is a powerful blue sorcery that rewards players for chaining together multiple spells in a single turn. By utilizing its Plot ability, you can set up a massive card-draw engine for free on a subsequent turn.
What It Does
Lock and Load allows you to draw a base of one card, plus an additional card for every other instant or sorcery spell you have already cast during the current turn. It features the Plot mechanic, which lets you pay an upfront cost of {3}{U} to exile the card. Once it is plotted, you can cast it from exile for free on any future turn during your main phase when the stack is empty.
How It Resolves Step by Step
When Lock and Load resolves, the game checks your casting history for the current turn. First, you draw your initial card. Second, the game counts how many other instant or sorcery spells you cast earlier this turn; it doesn't matter if those spells were countered, resolved, or are still currently on the stack. Finally, you draw a number of cards equal to that count.
Common Mistakes
A common error is trying to cast Lock and Load on the same turn you plotted it; the rules state you must wait until a later turn. Additionally, remember that Lock and Load only counts other instant and sorcery spells. Creatures, artifacts, or enchantments will not increase the number of cards you draw, even if they were cast earlier in the turn.
When to Play It
The ideal time to cast Lock and Load is at the end of a long chain of spells to maximize your hand size. Since the Plot ability lets you cast it for zero mana later, you can save your mana for other spells on that turn, ensuring the 'count' for Lock and Load is as high as possible before it resolves.
Interaction examples
If you cast Fabricate to find an artifact, then cast Windfall to refresh everyone's hand, and finally cast Lock and Load, you will draw a total of 3 cards. You get 1 for Lock and Load itself, plus 2 more because Fabricate and Windfall were other sorceries cast this turn.
During your main phase, you pay {3}{U} to Plot Lock and Load, exiling it. You cannot cast it this turn. On your next turn, you cast two other instant spells. Then, you cast Lock and Load from exile for free. You will draw 3 cards (1 base + 2 for the instants) without spending any mana on that specific turn.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Lock and Load
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Lock and Load will count any other instant and sorcery spells you’ve cast this turn. It doesn’t matter if the other spells resolved, didn’t resolve, were countered, or are still on the stack.
No other card is named in this ruling.
- #2· Wizards of the Coast
Plot abilities are written “Plot [cost],” which means “Any time you have priority during your main phase while the stack is empty, you may pay [cost] and exile this card from your hand. It becomes plotted.”
Card named in this ruling
- #3· Wizards of the Coast
Exiling a card using its plot ability is a special action. Once you announce you’re taking that action, no other player can respond by trying to remove that card from your hand.
Card named in this ruling
- #4· Wizards of the Coast
You can’t cast a plotted card on the same turn it became plotted. On any future turn, you may cast that card from exile without paying its mana cost during your main phase while the stack is empty.
Card named in this ruling
- #5· Wizards of the Coast
If you’re casting a plotted card from exile without paying its mana cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the plotted card has any mandatory additional costs, those must still be paid to cast the spell.
Card named in this ruling
- #6· Wizards of the Coast
If a plotted card has
in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
Card named in this ruling
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Meta decks with Lock and Load
No archived Top 8 deck with this card yet.



Fabricate
Windfall
Lock and Load
Plot