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Rules guide · Instant

Mystic ReflectionHow it works & interactions with other cards

By the ManaCount desk· 8 min read· Kaldheim· February 5, 2021
Carte Magic Mystic Reflection

Mystic Reflection 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

Choose target nonlegendary creature. The next time one or more creatures or planeswalkers enter this turn, they enter as copies of the chosen creature. Foretell {U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Complete guide

Mystic Reflection is a versatile blue instant from Kaldheim that allows you to reshape reality on the battlefield. By targeting a nonlegendary creature, you ensure that the next batch of arrivals mirrors that specific form, whether they were meant to be mighty dragons or humble tokens. Its Foretell ability adds a layer of strategy, letting you set up this powerful transformation for just a single blue mana on a later turn.

What It Does

Mystic Reflection targets a nonlegendary creature currently on the battlefield. It creates a replacement effect that watches for the next time one or more creatures or planeswalkers would enter the battlefield this turn. Instead of entering as themselves, those permanents enter as copies of the targeted creature. This includes all copiable values like name, types, mana cost, and abilities, but excludes temporary buffs, counters, or attachments.

How It Resolves Step by Step

First, you cast Mystic Reflection (either from your hand or for its Foretell cost) and choose a target nonlegendary creature. Once the spell resolves, the effect is 'locked in' for the remainder of the turn. The very next time any number of creatures or planeswalkers would enter—whether from a spell, an ability, or a token-creating effect—the replacement effect applies immediately. The permanents enter the battlefield already as copies, meaning any 'enters the battlefield' abilities of the target creature will trigger.

Common Mistakes

A frequent error is trying to target a legendary creature; the spell strictly requires a nonlegendary target. Another point of confusion involves timing: if the target creature leaves the battlefield before the next permanents enter, the effect still works! It simply uses the copiable values the creature had when it was last on the battlefield. Remember that this effect is mandatory for the very next event; you cannot 'save' it for a later creature if something else enters first.

When to Play It

You can use Mystic Reflection offensively or defensively. Defensively, you can turn an opponent's terrifying threat into a harmless 1/1 token they already control. Offensively, you can cast it in response to your own spells that create multiple tokens, turning a swarm of insects into a squad of the best nonlegendary creature on the board for a massive power spike.

Interaction examples

Managing the Stack

If your opponent casts a massive creature, you can cast Mystic Reflection targeting a weak 1/1 soldier. If your opponent tries to use Counterspell on your Reflection, the Reflection will be countered and no copy effect will be created. However, if Reflection resolves, the opponent's creature will enter as a 1/1 soldier.

Turning Treasure into Creatures

If you target a powerful creature with Mystic Reflection and then cast An Offer You Can't Refuse on your own spell, the 'Offer' creates two Treasure tokens. However, because these tokens are 'permanents' entering the battlefield (and Reflection applies to the next event), they would normally enter as copies. Note: Mystic Reflection only affects creatures or planeswalkers. If the tokens being created are only artifacts (like Treasures), Reflection will not affect them unless they are also creatures.

Using Foretell

On your turn, you may pay 2 mana to Foretell Mystic Reflection, exiling it face down. On a later turn, you can cast it for just one blue mana. This allows you to keep mana open for other plays while still threatening to transform the next creature that hits the table.

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

How it works : Mystic Reflection

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If more than one Mystic Reflection applies to the same permanent entering the battlefield, the controller of that permanent chooses the order of those copy effects. The copy effect they apply last will determine which creature the entering permanent copies.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    In most cases, the copiable values of the target creature won’t change between Mystic Reflection resolving and the next time one or more creatures or planeswalkers enter the battlefield. In some unusual cases, they might, and if they do, use the copiable values of the creature at the time the permanents enter the battlefield.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If Mystic Reflection resolves, but the target creature leaves the battlefield before the next time one or more creatures or planeswalkers enter the battlefield, use the copiable values of the target creature as it last existed on the battlefield to determine what the entering permanents copy.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    The entering permanents don’t copy whether the target creature is tapped or untapped, whether it has any counters on it, whether it has any Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Any enters-the-battlefield abilities of the copied creature will trigger when the permanents enter the battlefield. Any “as [this permanent] enters the battlefield” or “[this permanent] enters the battlefield with” abilities of the target creature will also work.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Replacement effects that modify how a creature enters the battlefield are applied in the following order: first, control-changing effects (such as Gather Specimens), then copy effects (such as the abilities of Mystic Reflection and Clone), then all other effects.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If a creature such as Clone is entering the battlefield under your control, there will be two copy effects to apply: the creature’s own and Mystic Reflection’s. No matter which order these effects are applied in, the creature will be a copy of the target creature when it enters the battlefield.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Other enters-the-battlefield replacement abilities printed on the creatures entering the battlefield won’t be applied because those permanents will already be copies of the target creature at that point (and therefore they won’t have those abilities). External abilities may still affect how those permanents enter the battlefield. For example, if another effect says, “Creatures enter the battlefield tapped,” the permanents will enter as tapped copies of the target creature.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.

    Card named in this ruling

  10. #10· Wizards of the Coast

    Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.

    Card named in this ruling

  11. #11· Wizards of the Coast

    If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.

    Card named in this ruling

02

Popular combos

Real combos played by the community, sorted by popularity.

Biovisionary
+Mystic Reflection
+Avenger of Zendikar
#1

Biovisionary + Mystic Reflection + Avenger of Zendikar

Win the game
  1. 1Cast Avenger of Zendikar by paying {5}{G}{G}.
  2. 2Avenger of Zendikar enters the battlefield, triggering its ability.
  3. 3Holding priority, cast Mystic Reflection by paying {1}{U}, causing the next creatures or planeswalkers to enter the battlefield this turn to enter as copies of Biovisionary.
  4. 4Resolve the Avenger of Zendikar trigger, creating at least three Biovisionary tokens.
  5. 5At the beginning of your end step, each Biovisionary triggers.
  6. 6Resolve the first Biovisionary trigger, causing you to win the game.
Biovisionary
+Mystic Reflection
+Hornet Queen
#2

Biovisionary + Mystic Reflection + Hornet Queen

Win the game
  1. 1Cast Hornet Queen by paying {4}{G}{G}{G}.
  2. 2Hornet Queen enters the battlefield, triggering its ability.
  3. 3Holding priority, cast Mystic Reflection by paying {1}{U}, causing the next creatures or planeswalkers to enter the battlefield this turn to enter as copies of Biovisionary.
  4. 4Resolve the Hornet Queen trigger, creating four Biovisionary tokens.
  5. 5At the beginning of your end step, each Biovisionary triggers.
  6. 6Resolve the first Biovisionary trigger, causing you to win the game.
Biovisionary
+Mystic Reflection
+Deep Forest Hermit
#3

Biovisionary + Mystic Reflection + Deep Forest Hermit

Win the game
  1. 1Cast Deep Forest Hermit by paying {3}{G}{G}.
  2. 2Deep Forest Hermit enters the battlefield, triggering its ability.
  3. 3Holding priority, cast Mystic Reflection by paying {1}{U}, causing the next creatures or planeswalkers to enter the battlefield this turn to enter as copies of Biovisionary.
  4. 4Resolve the Deep Forest Hermit trigger, creating four Biovisionary tokens.
  5. 5At the beginning of your end step, each Biovisionary triggers.
  6. 6Resolve the first Biovisionary trigger, causing you to win the game.
Biovisionary
+Mystic Reflection
+Myr Battlesphere
#4

Biovisionary + Mystic Reflection + Myr Battlesphere

Win the game
  1. 1Cast Myr Battlesphere by paying {7}.
  2. 2Myr Battlesphere enters the battlefield, triggering its ability.
  3. 3Holding priority, cast Mystic Reflection by paying {1}{U}, causing the next creatures or planeswalkers to enter the battlefield this turn to enter as copies of Biovisionary.
  4. 4Resolve the Myr Battlesphere trigger, creating four Biovisionary tokens.
  5. 5At the beginning of your end step, each Biovisionary triggers.
  6. 6Resolve the first Biovisionary trigger, causing you to win the game.
Avenger of Zendikar
+Mystic Reflection
+Impact Tremors
#5

Avenger of Zendikar + Mystic Reflection + Impact Tremors

Near-infinite creature tokensNear-infinite damageNear-infinite creature ETB
  1. 1Cast Avenger of Zendikar by paying {5}{G}{G}.
  2. 2Avenger of Zendikar enters the battlefield, triggering its ability and Impact Tremors.
  3. 3Holding priority, cast Mystic Reflection by paying {1}{U}, causing the next creatures or planeswalkers to enter the battlefield this turn to enter as copies of Avenger of Zendikar.
  4. 4Resolve the Avenger of Zendikar trigger, creating a token copy of Avenger of Zendikar for each land you control.
  5. 5Each Avenger of Zendikar enters the battlefield, triggering their abilities and Impact Tremors that many times.
  6. 6Resolve an Avenger of Zendikar trigger, creating a 0/1 Plant creature token for each land you control.
  7. 7The Plants enter the battlefield, triggering Impact Tremors that many times, dealing 1 damage to each opponent for each Plant that entered the battlefield this way.
  8. 8Repeat from step 6 for each remaining trigger.
Avenger of Zendikar
+Mystic Reflection
+Purphoros, God of the Forge
#6

Avenger of Zendikar + Mystic Reflection + Purphoros, God of the Forge

Near-infinite creature tokensNear-infinite damageNear-infinite creature ETB
  1. 1Cast Avenger of Zendikar by paying {5}{G}{G}.
  2. 2Avenger of Zendikar enters the battlefield, triggering its ability and Purphoros.
  3. 3Holding priority, cast Mystic Reflection by paying {1}{U}, causing the next creatures or planeswalkers to enter the battlefield this turn to enter as copies of Avenger of Zendikar.
  4. 4Resolve the Avenger of Zendikar trigger, creating a token copy of Avenger of Zendikar for each land you control.
  5. 5Each Avenger of Zendikar enters the battlefield, triggering their abilities and Purphoros that many times.
  6. 6Resolve an Avenger of Zendikar trigger, creating a 0/1 Plant creature token for each land you control.
  7. 7The Plants enter the battlefield, triggering Purphoros that many times, dealing 2 damage to each opponent for each Plant that entered the battlefield this way.
  8. 8Repeat from step 6 for each remaining trigger.
Avenger of Zendikar
+Mystic Reflection
+Goblin Bombardment
#7

Avenger of Zendikar + Mystic Reflection + Goblin Bombardment

Near-infinite creature tokensNear-infinite damageNear-infinite creature ETB
  1. 1Cast Avenger of Zendikar by paying {5}{G}{G}.
  2. 2Avenger of Zendikar enters the battlefield, triggering its ability.
  3. 3Holding priority, cast Mystic Reflection by paying {1}{U}, causing the next creatures or planeswalkers to enter the battlefield this turn to enter as copies of Avenger of Zendikar.
  4. 4Resolve the Avenger of Zendikar trigger, creating a token copy of Avenger of Zendikar for each land you control.
  5. 5Each Avenger of Zendikar enters the battlefield, triggering their abilities.
  6. 6Resolve an Avenger of Zendikar trigger, creating a 0/1 Plant creature token for each land you control.
  7. 7Repeat step 6 for each remaining trigger.
  8. 8Activate Goblin Bombardment any number of times by sacrificing any number of creature tokens, dealing that much damage to any target(s).
Mystic Reflection
+Exalted Sunborn
+Storm Herd
#8

Mystic Reflection + Exalted Sunborn + Storm Herd

Near-infinite creature ETBNear-infinite creature tokensInfinite copies of all tokens you control
  1. 1Cast Mystic Reflection either from your hand by paying {1}{U} or from exile for its foretell cost by paying {U}, choosing Exalted Sunborn.
  2. 2Cast Storm Herd by paying {8}{W}{W}, creating a number of 1/1 Pegasus creature tokens equal to twice your life total that enter as copies of Exalted Sunborn due to Mystic Reflection.
  3. 3Whenever you create one or more tokens, you will instead create 2^X times that many tokens, where X is the number of Exalted Sunborns you control.

Related cards and tokens

03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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