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Rules guide · Instant // Land

Malakir Rebirth // Malakir MireHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Zendikar Rising· September 25, 2020
Carte Magic Malakir Rebirth // Malakir Mire

Malakir Rebirth // Malakir Mire 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

Choose target creature. You lose 2 life. Until end of turn, that creature gains "When this creature dies, return it to the battlefield tapped under its owner's control." This land enters tapped. {T}: Add {B}.

Complete guide

Malakir Rebirth is a versatile modal double-faced card that serves as both a life-saving instant and a reliable land source. Whether you need to protect a key creature from destruction or simply need to hit your land drops, this card offers incredible utility in any black deck.

Dual Faces and Mana Value

In your hand, library, or graveyard, Malakir Rebirth is always treated as the front face (the instant). It has a mana value of 1. While on the stack, it only has the characteristics of the side you cast. If you play the back face, Malakir Mire, it enters the battlefield tapped as a land and provides black mana.

Resolving the Protection

When you cast Malakir Rebirth, you choose a target creature and lose 2 life. The spell grants that creature a triggered ability until the end of the turn. If that creature dies, the ability triggers and returns the card to the battlefield tapped under its owner's control. Note that once it returns, it is considered a brand-new object; if it dies a second time that same turn, the effect will not trigger again.

Timing and Targeting

Because Malakir Rebirth is an instant, you can cast it in response to a removal spell or before combat damage is dealt. However, if the target creature leaves the battlefield before Malakir Rebirth resolves, the spell fails to resolve and you will not lose the 2 life. Use this carefully to ensure your creature is still there to receive the buff.

Common Mistakes

A common error is trying to return a creature that was exiled or bounced; Malakir Rebirth specifically requires the creature to 'die' (move from the battlefield to the graveyard). Additionally, remember that the creature returns under its owner's control, not necessarily the person who cast the spell if the creature was stolen.

Interaction examples

Setting Up Your Draw

If you need a land for next turn, you can cast Vampiric Tutor to search for Malakir Rebirth and put it on top of your library. When you draw it, you have the choice to play the back face, Malakir Mire, as your land for the turn.

Fueling the Rebirth

You can cast Dark Ritual to add three black mana to your pool. You use one mana to cast Malakir Rebirth on your commander. Even if your opponent tries to destroy your commander later that turn, you still have two black mana floating from the Ritual to cast other spells, and your commander will return to the battlefield safely if it dies.

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

How it works : Malakir Rebirth // Malakir Mire

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If the target creature is an illegal target by the time Malakir Rebirth tries to resolve, the spell doesn't resolve. You don't lose 2 life.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Malakir Rebirth's effect works only once. If the targeted creature dies and is then returned to the battlefield, it's considered to be a new creature. If that new creature dies, it won't come back.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    There is a single triangle icon in the top left corner of the front face. There is a double triangle icon in the top left corner of the back face.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If an effect allows you to play a specific modal double-faced card, you may cast it as a spell or play it as a land, as determined by which face you choose to play. If an effect allows you to cast (rather than "play") a specific modal double-faced card, you can't play it as a land.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack and battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of a transforming double-faced card is determined.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    A modal double-faced card can't be transformed or be put onto the battlefield transformed. Ignore any instruction to transform a modal double-faced card or to put one onto the battlefield transformed.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If an effect puts a double-faced card onto the battlefield, it enters with its front face up. If that front face can't be put onto the battlefield, it doesn't enter the battlefield.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.

    No other card is named in this ruling.

02

Legal formats

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