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Rules guide · Enchantment

Mirror Room // Fractured RealmHow it works & interactions with other cards

By the ManaCount desk· 10 min read· Duskmourn: House of Horror· September 27, 2024
Carte Magic Mirror Room // Fractured Realm

Mirror Room // Fractured Realm 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

When you unlock this door, create a token that's a copy of target creature you control, except it's a Reflection in addition to its other creature types. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) If a triggered ability of a permanent you control triggers, that ability triggers an additional time. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

Complete guide

Mirror Room // Fractured Realm is a powerful two-sided Room enchantment that offers both immediate board presence and long-term value. Whether you are looking to duplicate your best creature or double down on your triggered abilities, this card provides a versatile engine for blue-based strategies. By understanding how the Room mechanic interacts with the stack and triggered abilities, you can maximize the potential of this unique enchantment.

What it does

This card consists of two 'doors' that can be unlocked. Mirror Room costs {2}{U} and creates a Reflection token that is a copy of a creature you control when unlocked. Fractured Realm costs {5}{U}{U} and acts as a permanent multiplier, causing any triggered ability of a permanent you control to trigger an additional time. While on the battlefield, the enchantment possesses the names, mana values, and abilities of only its unlocked doors.

How it resolves step by step

When you cast a Room, you choose one door to pay for and unlock as it enters the battlefield. If you cast Mirror Room, you choose a target creature you control as the unlock ability is put onto the stack; upon resolution, a token copy is created. Once the Room is on the battlefield, you may unlock the other door, Fractured Realm, as a sorcery by paying its mana cost. This is a special action that does not use the stack and cannot be responded to. Once Fractured Realm is unlocked, any triggered ability—identified by the words 'when', 'whenever', or 'at'—from your permanents will trigger twice.

Common mistakes

A common point of confusion is how the 'unlock' triggers interact. If you cast Fractured Realm first, and later unlock Mirror Room, the Mirror Room trigger will indeed happen twice because Fractured Realm is already active. however, if you cast Mirror Room as your first door, its own trigger will only happen once because Fractured Realm was not yet on the battlefield to modify the event. Additionally, remember that Fractured Realm does not double replacement effects, such as a creature entering with a specific number of counters.

When to play it

Mirror Room is excellent in the early-to-mid game to clone a high-value utility creature or a defensive threat. Fractured Realm is a late-game finisher or value engine that should be unlocked when you have impactful 'enters-the-battlefield' triggers or end-step effects ready to be doubled. Because unlocking a door is a special action that cannot be countered, you can safely wait for the right moment in your main phase to activate the Fractured Realm side.

Interaction examples

Copying a Legend

If you control Mirror Room // Fractured Realm and choose to unlock Mirror Room, you can target a creature you control to create a Reflection 'Copy' token. Note that if the creature is Legendary, the Legend Rule will apply immediately after the token enters, requiring you to choose one to keep and one to put into the graveyard.

Doubling a Saga Finisher

With Fractured Realm unlocked, when you add a lore counter to Summon: Bahamut, its chapter abilities trigger an additional time. On Chapter IV, the 'Mega Flare' ability will trigger twice, potentially dealing massive damage to opponents based on your permanents' total mana value.

Omniscience and Room Costs

If you have Omniscience on the battlefield, you may cast either Mirror Room or Fractured Realm from your hand for free. However, Omniscience only applies to casting spells; if the card is already on the battlefield with one door locked, you cannot use Omniscience to pay the unlock cost of the second door, as unlocking a door is a special action, not casting a spell.

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

How it works : Mirror Room // Fractured Realm

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Except for the stated exception, the token created by Mirror Room's ability copies exactly what was printed on the original creature and nothing else (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.

    Card named in this ruling

  2. #2· Wizards of the Coast

    If the copied creature has {X} in its mana cost, X is 0.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If the copied creature is a token, the token that's created copies the original characteristics of that token as stated by the effect that created that token, with the stated exception.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If the copied creature is copying something else, then the token enters as whatever that creature copied, with the stated exception.

    Card named in this ruling

  5. #5· Wizards of the Coast

    Any enters abilities of the copied creature will trigger when the token enters. Any "as [this creature] enters" or "[this creature] enters with" abilities of the copied creature will also work.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    To cast a Room spell, choose a half (or "door") to cast. There's no way to cast both halves of a Room card. When the Room spell resolves, the corresponding door becomes unlocked as the Room enters.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Room cards have two card faces with a shared type line on a single card. The characteristics of the door you didn't cast are ignored while the spell is on the stack.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Each Room card is a single card. For example, if you discard a Room card, you've discarded one card, not two. If an effect counts the number of enchantment cards in your graveyard, Bottomless Pool // Locker Room counts once, not twice.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Each Room card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the door you're casting. For example, if an effect allows you to cast a permanent spell with mana value 3 or less from among cards in your graveyard, you could cast Bottomless Pool this way, but not Locker Room.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    While in any zone other than the stack or the battlefield, a Room card's characteristics are a combination of its two doors. For example, Bottomless Pool // Locker Room has a mana value of 6 while it's in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Bottomless Pool // Locker Room.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    While on the battlefield, a Room's characteristics are a combination of the characteristics of its unlocked doors. For example, if Bottomless Pool // Locker Room is on the battlefield with both doors unlocked, its names are Bottomless Pool and Locker Room, its mana value is 6, it's a Room Enchantment, and it has the abilities in each door's text box.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    If a spell or ability would create a copy of a Room spell on the stack, the copy retains the choice of which door was cast but also retains the full characteristics of the spell. The characteristics of the door that wasn't cast are still ignored while the copy is on the stack, and when the copy resolves, the token it becomes will enter with the appropriate door unlocked.

    Card named in this ruling

  14. #14· Wizards of the Coast

    If a Room enters from any zone other than the stack, it will enter with both halves locked.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    If neither door of a Room is unlocked, it's a Room enchantment with no name and no abilities.

    No other card is named in this ruling.

  16. #16· Wizards of the Coast

    Any time you have priority during a main phase of your turn and the stack is empty, you may pay the mana cost of a locked door (also called its "unlock cost"). That door becomes unlocked. This is a special action. It doesn't use the stack and can't be responded to.

    No other card is named in this ruling.

  17. #17· Wizards of the Coast

    An ability that triggers "when you unlock this door" triggers when that door becomes unlocked. This can happen one of two ways: (1) the door becomes unlocked on the battlefield or (2) the door becomes unlocked as the Room enters the battlefield because you cast the corresponding half. In the latter case, since the door becoming unlocked is what causes the ability to trigger, effects that cause abilities that trigger when a permanent enters to trigger an additional time (such as that of Panharmonicon) won't apply.

    No other card is named in this ruling.

  18. #18· Wizards of the Coast

    Some abilities allow you to unlock a door of a Room you control. You can't choose to unlock a door that's already unlocked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are unlocked, but the ability won't do anything when it resolves.

    No other card is named in this ruling.

  19. #19· Wizards of the Coast

    Some abilities allow you to lock a door of a Room you control. You can't choose to lock a door that's already locked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are locked, but the ability won't do anything when it resolves.

    No other card is named in this ruling.

  20. #20· Wizards of the Coast

    Some doors have abilities that trigger whenever you unlock that door and require one or more targets. You can unlock that door even if there would be insufficient legal targets for that triggered ability. The triggered ability won't go on the stack.

    No other card is named in this ruling.

  21. #21· Wizards of the Coast

    An ability that triggers "whenever you fully unlock a Room" triggers when a door becomes unlocked and the other door of that Room is already unlocked, or when both doors of that Room become unlocked simultaneously.

    No other card is named in this ruling.

  22. #22· Wizards of the Coast

    Triggered abilities use the word "when," "whenever," or "at." They're often written as "[Trigger condition], [effect]." Some keyword abilities are triggered abilities and will have "when," "whenever," or "at the beginning of" in their reminder text.

    No other card is named in this ruling.

  23. #23· Wizards of the Coast

    Replacement effects are unaffected by Fractured Realm's ability. For example, a 1/1 creature that enters under your control "with a +1/+1 counter on it" won't receive an additional +1/+1 counter.

    No other card is named in this ruling.

  24. #24· Wizards of the Coast

    Abilities that apply "as [this creature] enters" or "as [this creature] is turned face up" are also unaffected by Fractured Realm's ability.

    No other card is named in this ruling.

  25. #25· Wizards of the Coast

    Fractured Realm's ability doesn't copy the triggered ability; it just causes the ability to trigger an additional time. Any choices made as you put the ability onto the stack, such as modes and targets, are made separately for each instance of the ability. Any choices made on resolution, such as whether to put counters on a permanent, are also made individually.

    Card named in this ruling

  26. #26· Wizards of the Coast

    If a triggered ability is linked to a second ability, additional instances of that triggered ability are also linked to that second ability. If the second ability refers to "the exiled card," it refers to all cards exiled by instances of the triggered ability.

    No other card is named in this ruling.

  27. #27· Wizards of the Coast

    In some cases involving linked abilities, an ability requires information about "the exiled card." When this happens, the ability gets multiple answers. If these answers are being used to determine the value of a variable, the sum is used. For example, if Elite Arcanist's enters-the-battlefield ability triggers twice, two cards are exiled. The value of X in the activation cost of Elite Arcanist's other ability is the sum of the two cards' mana values. As the ability resolves, you create copies of both cards and can cast none, one, or both of the copies in any order.

    No other card is named in this ruling.

  28. #28· Wizards of the Coast

    Abilities that apply "when [this creature] is turned face up" will trigger an additional time due to Fractured Realm's ability.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Peregrine Drake
+Venser, Shaper Savant
+Mirror Room // Fractured Realm
#1

Peregrine Drake + Venser, Shaper Savant + Mirror Room // Fractured Realm

Infinite creature LTBInfinite creature ETBInfinite storm countInfinite mana lands you control can produce
  1. 1Activate up to five lands by tapping them, adding at least {3}{U}{U}.
  2. 2Cast Peregrine Drake by paying {4}{U}.
  3. 3When Peregrine Drake enters, it triggers twice. Resolve the first trigger, untapping five lands.
  4. 4Holding priority, activate up to five lands by tapping them, adding at least {3}{U}{U}.
  5. 5Resolve the second Peregrine Drake trigger, untapping five lands.
  6. 6Cast Venser either from your hand or from the command zone by paying {2}{U}{U} plus commander tax if applicable.
  7. 7When Venser enters, it triggers twice, returning it and Peregrine Drake from the battlefield to your hand.
  8. 8Repeat.
Terra, Magical Adept // Esper Terra
+Mirror Room // Fractured Realm
#2

Terra, Magical Adept // Esper Terra + Mirror Room // Fractured Realm

Infinite creature ETBInfinite creature LTBInfinite death triggers
  1. 1Cast Mirror Room by paying {2}{U}
  2. 2When Mirror Room enters, it triggers, creating a token copy of Esper Terra that is a Reflection in addition to its other types. It'll enter with a lore counter on it.
  3. 3Put the Esper Terra token into your graveyard due to the legend rule.
  4. 4The Esper Terra token's first chapter ability triggers, creating a token copy of Mirror Room.
  5. 5Repeat from step 2.
Faerie Mastermind
+Smothering Tithe
+Mirror Room // Fractured Realm
#3

Faerie Mastermind + Smothering Tithe + Mirror Room // Fractured Realm

Infinite card draw for all playersInfinite draw triggers for all playersNear-infinite Treasure tokensNear-infinite colored mana
  1. 1Activate Faerie Mastermind by paying {3}{U}, causing each player to draw a card.
  2. 2Smothering Tithe triggers twice for each opponent you have, creating at least four Treasure tokens.
  3. 3Activate four Treasures by tapping and sacrificing them, adding {3}{U}.
  4. 4Repeat.
Mirror Room // Fractured Realm
+Palinchron
#4

Mirror Room // Fractured Realm + Palinchron

Infinite creature LTBInfinite creature ETBInfinite storm countInfinite mana lands you control can produce
  1. 1Activate up to seven lands by tapping them, adding at least {4}{U}{U}.
  2. 2Cast Palinchron by paying {5}{U}{U}.
  3. 3When Palinchron enters the battlefield, it triggers twice.
  4. 4Resolve the first trigger, untapping up to seven lands.
  5. 5Holding priority, activate up to seven lands by tapping them, adding at least {4}{U}{U}.
  6. 6Resolve the second Palinchron trigger, untapping up to seven lands.
  7. 7Activate Palinchron by paying {2}{U}{U}, returning it from the battlefield to your hand.
  8. 8Repeat.
Marina Vendrell
+Mirror Room // Fractured Realm
+Kiora's Follower
+Thousand-Year Elixir
#5

Marina Vendrell + Mirror Room // Fractured Realm + Kiora's Follower + Thousand-Year Elixir

Infinite creature ETBInfinite tapped creature tokens
  1. 1Activate Marina by tapping it, unlocking Mirror Room.
  2. 2Mirror Room triggers twice due to Fractured Realm, creating two token copies of Kiora's Follower.
  3. 3Activate one of the Kiora's Follower tokens by tapping it, untapping Marina.
  4. 4Activate Marina by tapping it, locking Mirror Room.
  5. 5Activate the other Kiora's Follower token by tapping it, untapping Marina.
  6. 6Repeat.
Peregrine Drake
+Shrieking Drake
+Mirror Room // Fractured Realm
#6

Peregrine Drake + Shrieking Drake + Mirror Room // Fractured Realm

Infinite creature LTBInfinite creature ETBInfinite storm countInfinite mana lands you control can produce
  1. 1Cast Peregrine Drake by paying {4}{U}.
  2. 2When Peregrine Drake enters the battlefield, it triggers twice.
  3. 3Resolve one Peregrine Drake trigger, untapping five lands.
  4. 4Activate those lands by tapping them to add at least {2}{U}.
  5. 5Resolve the remaining Peregrine Drake trigger, untapping five lands.
  6. 6Activate those lands by tapping them to add at least {2}{U}.
  7. 7Cast Shrieking Drake by paying {U}.
  8. 8When Shrieking Drake enters the battlefield, it triggers twice, returning itself and Peregrine Drake from the battlefield to your hand.
Urza, Lord High Artificer
+Deadeye Navigator
+Mirror Room // Fractured Realm
#7

Urza, Lord High Artificer + Deadeye Navigator + Mirror Room // Fractured Realm

Infinite creature LTBInfinite creature ETBInfinite tapped creature tokens
  1. 1Activate Urza by paying {1}{U}, blinking it.
  2. 2When Urza enters the battlefield, it and Deadeye Navigator's soulbond ability trigger twice.
  3. 3Resolve both Deadeye Navigator triggers, repairing it and Urza.
  4. 4Resolve both Urza triggers, creating two 0/0 Construct artifact creature tokens.
  5. 5Activate Urza's first ability twice by tapping the Constructs, adding {U}{U}.
  6. 6Repeat.
Cloud of Faeries
+Shrieking Drake
+Mirror Room // Fractured Realm
#8

Cloud of Faeries + Shrieking Drake + Mirror Room // Fractured Realm

Infinite creature LTBInfinite creature ETBInfinite storm countInfinite mana lands you control can produce
  1. 1Activate up to two lands by tapping them, adding at least {1}{U}.
  2. 2Cast Cloud of Faeries by paying {1}{U}.
  3. 3When Cloud of Faeries enters the battlefield, it triggers twice.
  4. 4Resolve the first trigger, untapping up to two lands.
  5. 5Holding priority, activate up to two lands by tapping them, adding at least {1}{U}.
  6. 6Resolve the second Cloud of Faeries trigger, untapping up to two lands.
  7. 7Cast Shrieking Drake by paying {U}.
  8. 8When Shrieking Drake enters the battlefield, it triggers twice, returning it and Cloud of Faeries from the battlefield to your hand.

Related cards and tokens

03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemyduel
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