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Rules guide · Legendary Creature

Malcolm, the EyesHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Outlaws of Thunder Junction· April 19, 2024
Carte Magic Malcolm, the Eyes

Malcolm, the Eyes 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

Flying, haste Whenever you cast your second spell each turn, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")

Complete guide

Malcolm, the Eyes is a nimble Siren Pirate that rewards players for tactical efficiency and sequence management. With its ability to generate resources early in the game, it serves as a powerful engine for decks looking to maintain card advantage through Clue tokens.

What It Does

Malcolm, the Eyes features a triggered ability that monitors how many spells you have cast in a single turn. When you cast your second spell of the turn, Malcolm rewards you by having you investigate, which creates a Clue token. Note that this ability only triggers once per turn, specifically on the second spell.

How It Resolves Step by Step

First, the game tracks all spells cast during the current turn, including spells cast before Malcolm was even on the battlefield. When you cast a spell, the game checks if it is the second one; if so, Malcolm's ability is placed on the stack above that second spell. The ability resolves first, creating a Clue token, and then the original spell resolves.

Common Mistakes

A common misconception is that Malcolm must be on the battlefield to 'see' the first spell. According to official rulings, if Malcolm is the first spell you cast this turn, he will count himself. Therefore, the very next spell you cast while he is on the battlefield will trigger the investigate ability.

When to Play It

Due to having Haste and Flying, Malcolm is an excellent early-game attacker. You should aim to play him on turns where you can immediately follow up with a low-cost spell to guarantee a Clue token, ensuring you get value before your opponent can interact with him.

Interaction examples

Sequencing the First Spell

If you cast Malcolm, the Eyes as your first spell of the turn, he enters the battlefield. If you then cast Ornithopter of Paradise, this counts as your second spell. Malcolm's ability triggers, and you create a Clue token.

Synergizing with Treasures

If you use Professional Face-Breaker to sacrifice a Treasure and exile a card, and that exiled card becomes the second spell you cast this turn, Malcolm, the Eyes will trigger. You will investigate and create a Clue, effectively replacing the Treasure you spent with a new artifact resource.

Cashing in the Clue

After you cast two spells and Malcolm, the Eyes creates a Clue token, you can spend two mana at any time to sacrifice that Clue and draw a card. This allows you to dig deeper into your library to find more spells to trigger Malcolm again on your next turn.

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

How it works : Malcolm, the Eyes

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Spells that were cast before Malcolm entered the battlefield count. If Malcolm was the first spell you cast this turn, the next spell you cast this turn is your second spell.

    No other card is named in this ruling.

Related cards and tokens

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawldueltlr
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