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Rules guide · Sorcery

Mind into MatterHow it works & interactions with other cards

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

Mind into Matter 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

Draw X cards. Then you may put a permanent card with mana value X or less from your hand onto the battlefield tapped.

Complete guide

Mind into Matter is a powerful Simic sorcery that combines card advantage with immediate board presence. It allows you to refill your hand and immediately deploy a threat or utility piece based on the mana you invested.

What It Does

Mind into Matter requires an investment of X mana plus one Green and one Blue. First, you draw a number of cards equal to the value you chose for X. Afterward, you have the option to take any permanent card from your hand—whether it was already there or one you just drew—and place it directly onto the battlefield tapped, provided its mana value is X or less.

How It Resolves Step by Step

When Mind into Matter resolves, you first draw X cards. All card drawing happens before you choose a permanent to put onto the battlefield. Once the cards are in your hand, you check their mana values. You may then choose one permanent card with a mana value less than or equal to X and put it onto the battlefield tapped. This entire process happens during the resolution of the spell; no one can cast spells or activate abilities between the drawing and the placing of the card.

Common Mistakes

A common mistake involves cards with {X} in their own mana costs. If you try to put a card with {X} in its cost onto the battlefield with Mind into Matter, that card's mana value is calculated as if X is 0. Additionally, remember that the permanent always enters the battlefield tapped, regardless of what its card text says, and you cannot choose to pay additional costs (like Kicker) for the permanent being put into play.

When to Play It

This spell is best utilized in the mid-to-late game when you have excess mana. Because it lets you put a card into play after drawing, it is excellent for finding a land or a blocker when you are low on resources. It effectively 'cheats' the timing of a permanent, though it doesn't cheat the mana cost since you must have already paid at least X for the sorcery itself.

Interaction examples

Accelerating with Lands

If you cast Mind into Matter where X=3, you draw three cards. If one of the cards in your hand is Cultivate, you cannot put it onto the battlefield because Cultivate is a Sorcery, not a permanent card. However, you could put a land card you just drew onto the battlefield tapped, as lands are permanents with a mana value of 0.

Finding Fixers

Similar to Cultivate, if you draw Farseek after casting Mind into Matter for X=2, you cannot put Farseek onto the battlefield. You must ensure the card you choose is a permanent (Artifact, Creature, Enchantment, Land, or Planeswalker). If you drew a 2-mana creature alongside Farseek, you could put that creature onto the battlefield tapped.

Large X Values

If you cast Mind into Matter for X=6, you draw six cards. You may then look at your entire hand and pick any permanent card with a mana value of 6 or less. Even if you just drew a powerful 6-mana creature, you can put it onto the battlefield immediately, though it will be tapped and unable to attack or use T abilities right away.

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

How it works : Mind into Matter

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a card in your hand has {X} in its mana cost, X is 0 for the purpose of determining its mana value.

    No other card is named in this ruling.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemydueltlr
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