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Rules guide · Enchantment

Lost Isle CallingHow it works & interactions with other cards

By the ManaCount desk· 2 min read· The Lord of the Rings: Tales of Middle-earth· June 23, 2023
Carte Magic Lost Isle Calling

Lost Isle Calling 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

Whenever you scry, put a verse counter on this enchantment. {4}{U}{U}, Exile this enchantment: Draw a card for each verse counter on this enchantment. If it had seven or more verse counters on it, take an extra turn after this one. Activate only as a sorcery.

Complete guide

Lost Isle Calling is a patient enchantment that rewards players who specialize in manipulating the top of their library. By accumulating verse counters through the scry mechanic, it eventually transforms into a massive card draw engine and a game-ending extra turn. This card is a must-have for control decks looking for a late-game payoff that is difficult to disrupt.

Accumulating the Verse

The first ability of Lost Isle Calling is a triggered ability that fires every time you scry. It does not matter how many cards you look at during the scry; whether you scry 1 or scry 5, you only add one verse counter per scry event. This means you want to look for cards that allow you to scry frequently rather than scry for large amounts.

The Grand Finale

The second ability is an activated ability that can only be used during your main phase when the stack is empty. When you pay the mana cost and exile the enchantment, you count the verse counters that were on it. You draw that many cards immediately. Furthermore, if the count was seven or higher, you gain an extra turn after your current one ends. Note that exiling the card is part of the cost, so your opponent cannot remove the enchantment in response to stop the draw.

Strategic Timing

Because this ability operates at sorcery speed, you must be careful about when you pull the trigger. If you have seven counters, you are guaranteed a fresh turn with a full hand of new cards. It is often best to wait for that seventh counter unless you are desperate for resources to survive the current turn. Remember, once you activate the ability, the enchantment is exiled, so you cannot benefit from further scrying with that specific copy.

Interaction examples

Generating Your First Counter

If you play a spell that says 'Scry 2,' the triggered ability of Lost Isle Calling goes on the stack. Once it resolves, you place one verse counter on the enchantment. Even though you looked at two cards, the act of scrying happened once.

Drawing through Rhystic Study

With both enchantments on the battlefield, you focus on card advantage. If you have scryed seven times over several turns, you can spend six mana to exile Lost Isle Calling. You draw seven cards and setup an extra turn. You can then use the mana and cards you drew to pay for Rhystic Study triggers or cast the spells your opponents are trying to play around.

Combining with Mystic Remora

During your turn, you decide to exile Lost Isle Calling with eight counters. You draw eight cards and gain an extra turn. During that extra turn, Mystic Remora will trigger its cumulative upkeep. You can use the massive hand you just drew to decide if you want to keep paying for the Remora to draw even more cards when your opponent tries to stop your momentum.

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

How it works : Lost Isle Calling

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatormodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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