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Magus of the WillHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Double Masters· August 7, 2020
Carte Magic Magus of the Will

Magus of the Will 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

{2}{B}, {T}, Exile this creature: Until end of turn, you may play lands and cast spells from your graveyard. If a card would be put into your graveyard from anywhere this turn, exile that card instead.

Complete guide

Magus of the Will is a powerful creature that brings the iconic Yawgmoth's Will effect to the command zone or battlefield. By sacrificing itself, it allows you to treat your graveyard as a second hand for the remainder of the turn. However, this power comes with a strict replacement effect that exiles anything heading for your graveyard.

Breaking Down the Ability

When you activate Magus of the Will, you pay three mana, tap it, and exile it as a cost. Once the ability resolves, you gain the permission to play lands and cast spells from your graveyard just as you would from your hand. The second part of the ability is a replacement effect: any card that would be put into your graveyard from anywhere—including spells you cast that resolve, cards discarded, or creatures that die—is exiled instead.

Step-by-Step Resolution

First, ensure you can pay the costs of the activation; Magus of the Will must be on the battlefield and not suffering from summoning sickness. Once the ability resolves, the 'exile' replacement effect begins immediately. If you cast a sorcery from your graveyard, it goes to the stack, and as it finishes resolving, the replacement effect moves it to the exile zone rather than back to the graveyard. You must still follow all timing rules and pay all costs for spells you cast this way.

Common Pitfalls

A common mistake is forgetting that 'dies' triggers do not happen for nontoken creatures while this effect is active. Because cards are exiled instead of hitting the graveyard, abilities that trigger on a creature dying or a card being put into a graveyard will not trigger. Additionally, you cannot play extra lands unless another effect allows it; Magus of the Will only changes the location from which you can play your one land per turn.

Strategic Timing

Because this effect lasts 'until end of turn,' it is often best to activate it during your main phase when you have plenty of mana available. Since the Magus exiles itself as a cost, your opponents cannot respond to the activation by trying to kill it to stop the effect; the Magus is already gone by the time they get priority.

Interaction examples

The Token Exception

If you have a token copy of Solemn Simulacrum on the battlefield and it is destroyed while Magus of the Will's effect is active, the token goes to the graveyard first (triggering its 'draw a card' ability) and then ceases to exist. However, if the actual Solemn Simulacrum card is destroyed, it is exiled instead of hitting the graveyard, and its 'dies' ability will not trigger.

Double Triggers and Type Matching

If you have Roaming Throne on the battlefield with 'Human' or 'Wizard' chosen, it will not double the activation of Magus of the Will because the Magus has an activated ability, not a triggered one. However, if you cast a creature from your graveyard that has an 'enters' triggered ability while Roaming Throne is out, that ability will trigger twice as normal.

Land Plays from the Grave

After resolving Magus of the Will, you can cast Solemn Simulacrum from your graveyard by paying four mana. When it enters, you search for a land. If you have not played a land for the turn yet, you can also play a land card directly from your graveyard. Once you do, that land is now on the battlefield, but if it were to be destroyed later that turn, it would be exiled.

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

How it works : Magus of the Will

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Cards that would be put into your graveyard are exiled even if you didn't play them this turn, such as a nontoken creature that would die.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Tokens are put into your graveyard as normal (and cease to exist soon after). Abilities that trigger when a creature dies can trigger on token creatures being put into your graveyard but won't trigger on nontoken creatures being exiled instead of being put into your graveyard.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    You pay the costs for a card in your graveyard if you cast it. You may pay alternative costs such as overload rather than the card's mana cost.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    You may play a land card from your graveyard only if you have an available land play.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Magus of the Will doesn't change when you can play the cards in your graveyard. For example, if you have a creature card without flash in your graveyard, you can cast it only during your main phase while the stack is empty.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If another effect tries to change where a spell is put as it resolves, such as that of a rebound or buyback ability, you may choose whether to exile the card to Magus of the Will's effect or to apply the other effect.

    No other card is named in this ruling.

02

Legal formats

legacyvintagepennycommanderoathbreakerdueltlr
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