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Rules guide · Sorcery

MathemagicsHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Secrets of Strixhaven· April 24, 2026
Carte Magic Mathemagics

Mathemagics 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.

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Official card text

Target player draws 2ˣ cards. (2⁰ = 1, 2¹ = 2, 2² = 4, 2³ = 8, 2⁴ = 16, 2⁵ = 32, and so on.)

Complete guide

Mathemagics is a powerful blue sorcery that turns your mana into exponential card advantage. By harnessing the power of base-two, this spell allows you to dig deeper into your library than almost any other draw spell in Magic: The Gathering. Understanding how X scales is the key to maximizing your tactical advantage on the battlefield.

Exponential Growth Explained

The core mechanic of Mathemagics relies on the value of X you choose as you cast the spell. Because the cost is {X}{X}{U}{U}, you must pay two mana for every increment of X. The number of cards drawn is calculated as two to the power of X (2^X). This means the card count doubles for every additional two mana spent, starting from one card at X=0 and scaling rapidly to 32 cards at X=5.

The Resolution Process

When you cast Mathemagics, you first choose the value for X and pay the total cost. Upon resolution, the targeted player draws 2^X cards as a single event. Note that if the library contains fewer cards than the required draw, that player will lose the game next time state-based actions are checked. Because it targets a player, it can be used to refuel your own hand or, in rare cases, force an opponent to draw from an empty library.

Common Miscalculations

A common mistake is confusing the mana spent with the exponent. Remember that the mana cost requires {X} twice; if you want to draw 8 cards (X=3), you must pay {3}{3}{U}{U}, totaling 8 mana. Additionally, because the draws happen during the resolution of a single spell, 'whenever you draw a card' triggers will all wait to be put on the stack until Mathemagics has finished resolving.

Strategic Timing

As a sorcery, Mathemagics requires you to commit your mana during your main phase. It is best used when you have established a safe board state or have enough mana remaining to protect yourself with the new cards you draw. It serves as a definitive 'late-game' finisher to find your combo pieces or answers.

Interaction examples

Finding the Perfect Hand

If you have six mana available, you can cast Mathemagics where X=2 (costing {2}{2}{U}{U}). This lets you draw 2^2, which is 4 cards. If those cards don't provide the exact answer you need, you can then use one blue mana to cast Ponder, looking at the top three cards of your library and drawing another to further refine your hand.

The Hand Size Combo

Cast Mathemagics with X=3 (total 8 mana) to draw 8 cards. On your next main phase, or if you have enough mana remaining, cast Windfall. Since you now have a massive hand, Windfall will force every player to discard their hands and draw cards equal to your high count, likely stripping your opponents of their carefully saved resources while refreshing your own options.

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

How it works : Mathemagics

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemydueltlr
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