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Rules guide · Enchantment

Marshal's AnthemHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Outlaws of Thunder Junction Commander· April 19, 2024
Carte Magic Marshal's Anthem

Marshal's Anthem 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

Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.) Creatures you control get +1/+1. When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.

Complete guide

Marshal's Anthem is a powerful white enchantment that serves a dual purpose as both a continuous buff for your army and a massive recursion engine. By utilizing the multikicker mechanic, this card allows you to bring back fallen warriors from your graveyard directly to the battlefield as it enters.

What It Does

Marshal's Anthem provides a static +1/+1 bonus to all creatures you control as long as it is on the battlefield. The 'Multikicker {1}{W}' ability is an optional additional cost you can pay any number of times as you cast the spell, which determines the strength of its triggered ability.

Resolution Step-by-Step

First, you cast the spell and choose how many times to pay the multikicker cost. Once Marshal's Anthem enters the battlefield, its triggered ability goes on the stack, and you choose up to X target creature cards from your graveyard, where X is the number of times it was kicked. Finally, those cards are returned to the battlefield simultaneously when the ability resolves.

Common Pitfalls

A common mistake is thinking you can pay the kicker cost if the enchantment is put onto the battlefield without being cast; you cannot. Additionally, if the Anthem is destroyed in response to its entry trigger, the creatures will still return to the battlefield, but they will no longer benefit from the +1/+1 buff once they arrive.

When to Play It

This card is best used in the late game when you have excess mana to spend on the multikicker. It is a fantastic tool for recovering from a board wipe, as it both replenishes your field and makes your new creatures immediately more threatening.

Interaction examples

Basic Casting and Buff

If you cast Marshal's Anthem for {2}{W}{W} without kicking it, it enters the battlefield and provides all your creatures +1/+1, but its entry trigger will have zero targets.

Multikicker Synergy

With Smothering Tithe on the board, you can accumulate Treasure tokens to pay for the Multikicker cost. If you spend {6}{W}{W} to cast the Anthem, kicking it twice, you can target and return two creature cards from your graveyard.

Defensive Scaling

While Ghostly Prison protects you from attacks, you can safely build up mana. When you finally cast Marshal's Anthem kicked multiple times, the creatures you return will be larger thanks to the Anthem's static buff, making it harder for your opponent to attack through your reinforced line.

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

How it works : Marshal's Anthem

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a spell's kicker cost was paid, the spell is "kicked."

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The kicker ability doesn't let you pay a kicker cost more than once.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.

    No other card is named in this ruling.

02

Legal formats

modernlegacyvintagepennycommanderoathbreakerduelpredh
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