Myrkul's Invoker 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.
Official card text
Psychic Blades —: Creatures you control get +2/+0 and gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Complete guide
Myrkul's Invoker is a formidable Cat Rogue that provides a powerful late-game mana sink for aggressive decks. By tapping into its Psychic Blades ability, you can transform a stalled battlefield into a lethal offensive force. This guide explores how to maximize its high-cost activated ability to secure victory.
Understanding Psychic Blades
The primary function of Myrkul's Invoker is its activated ability, Psychic Blades. For the cost of eight mana, you provide a significant power boost and a layer of evasion to your entire board. Because this is an activated ability rather than a triggered one, it can be used multiple times in a single turn if you have the mana, stacking the +2/+0 bonuses, though the menace keyword does not stack.
Step-by-Step Resolution
First, you must have priority during a main phase or combat. You pay the eight mana required; note that this does not require tapping the Invoker. Once the ability resolves, every creature currently under your control receives +2/+0 and menace. Any creatures that enter the battlefield after the ability has resolved will not receive the bonus, as the set of affected objects is determined at the moment of resolution.
Common Pitfalls
Players often forget that the +2/+0 and menace apply to all creatures you control, including Myrkul's Invoker itself. Another common mistake is attempting to double this effect with cards that interact with triggered abilities. Since Psychic Blades is an activated ability (indicated by the 'Cost: Effect' format), it is not affected by cards like Roaming Throne, which only care about triggered abilities.
Strategic Timing
The best time to activate this ability is usually during your Declare Attackers step or your Pre-combat Main Phase. By waiting until you are ready to swing, you force your opponent to account for the menace evasion, which significantly complicates their blocking math. If you have sixteen mana, you can activate it twice to give your team +4/+0, often ending the game on the spot.
Interaction examples
With five creatures on board, you pay eight mana to activate Myrkul's Invoker. All five creatures, including the Invoker, gain +2/+0 and menace. Your opponent now needs at least ten creatures to block your entire team.
You play Solemn Simulacrum to search for a basic land, helping you reach the eight mana required for Psychic Blades. Later, if the Simulacrum is still on the battlefield when you activate the Invoker, it also receives the +2/+0 and menace, becoming a 4/2 threat that draws you a card when it eventually dies.
If you choose 'Cat' or 'Rogue' for Roaming Throne, it will not cause the Psychic Blades ability to happen twice. This is because Myrkul's Invoker uses an activated ability, and Roaming Throne only duplicates triggered abilities. However, the Throne itself will still receive the +2/+0 and menace bonus from the Invoker's ability since it is a creature you control.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Myrkul's Invoker
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Myrkul's Invoker
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne