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Rules guide · Instant

Magical HackHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Fifth Edition· March 24, 1997
Carte Magic Magical Hack

Magical Hack 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.

01

Official card text

Change the text of target spell or permanent by replacing all instances of one basic land type with another. (For example, you may change "swampwalk" to "plainswalk." This effect lasts indefinitely.)

Complete guide

Magical Hack is a classic blue instant that allows you to rewrite the very nature of magic by altering basic land types. Whether you are fixing your mana or disrupting an opponent's land-based strategy, this card offers unique utility that lasts indefinitely. It is a powerful tool for those who enjoy manipulating the fundamental rules of the battlefield.

What it Does

Magical Hack targets a spell or a permanent and replaces every instance of one basic land type (Plains, Island, Swamp, Mountain, or Forest) with another. This affects the text box, the type line, and even the intrinsic mana-producing abilities of lands. Because the effect lasts indefinitely, the change remains even if the targeted spell resolves and becomes a permanent.

How it Resolves Step by Step

First, you cast Magical Hack and choose a target spell or permanent. Upon resolution, you choose one basic land type that appears on that card and one basic land type to replace it with. You cannot choose to change a word to itself; it must be a different land type. All occurrences of the chosen word on the card are then updated to the new word.

Common Mistakes

A common error is trying to change proper nouns, such as card names; Magical Hack only affects the basic land type words, not names like 'Island Fish Jasconius'. Additionally, changing the text of a spell already on the stack does not allow you to change its targets. If you change a spell's required target type, the spell will likely be countered by the game rules because its original targets are no longer legal.

When to Play it

Use Magical Hack to neutralize land-walk abilities or to turn an opponent's specific land requirements against them. It is also excellent for mana fixing, as you can change a basic land you control to produce a different color of mana by changing its subtype in the type line.

Interaction examples

Changing the Battlefield

You target a basic Forest you control with Magical Hack. On resolution, you choose to replace 'Forest' with 'Island'. The land's type line now reads 'Basic Island', and it produces blue mana instead of green for the rest of the game.

Interacting with Spells

While your opponent has Counterspell on the stack, you could cast Magical Hack targeting it. However, because Counterspell does not contain any basic land types in its text or type line, Magical Hack will resolve but have no visible effect on the spell's functionality.

Strategic Interaction

If a card had an ability referring to a 'Swamp', you could use Magical Hack to change it to 'Island'. If your opponent tries to stop your Magical Hack with An Offer You Can't Refuse, your spell will be countered, and you will receive two Treasure tokens instead of changing the land type.

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

How it works : Magical Hack

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Alters all occurrences of the chosen word in the text box and the type line of the given card.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Can target a card with no appropriate words on it, or even one with no words at all.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    It can’t change a word to the same word. It must be a different word.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    It only changes what is printed on the card (or set on a token when it was created or set by a copy effect). It will not change any effects that are on the permanent.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    You choose the words to change on resolution.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    You can’t change proper nouns (i.e. card names) such as “Island Fish Jasconius”.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Changing the text of a spell will not allow you to change the targets of the spell because the targets were chosen when the spell was cast. The text change will (probably) cause it to be countered since the targets will be illegal.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If you change the text of a spell which is to become a permanent, the permanent will retain the text change until the effect wears off.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    It can be used to change a land’s type from one basic land type to another. For example, Forest can be changed to Island so it produces blue mana. It doesn’t change the name of any permanent.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerdueloldschoolpremodernpredhtlr
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