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Nefarious ImpHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Commander Legends: Battle for Baldur's Gate· June 10, 2022
Carte Magic Nefarious Imp

Nefarious Imp 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

Flying Whenever one or more permanents you control leave the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Complete guide

Nefarious Imp is a sneaky creature that rewards you for shifting your board state. By providing consistent library manipulation whenever your resources move zones, it ensures your draws remain high-quality throughout the game.

Understanding the Trigger

Nefarious Imp features a triggered ability that looks for one or more permanents you control leaving the battlefield. Whether a permanent is destroyed, exiled, returned to your hand, or even put into your library, the Imp will trigger. Note the phrase 'one or more'; if several permanents leave at the exact same time (like during a board wipe), you only scry once.

Step-by-Step Resolution

First, a permanent you control must move from the battlefield to any other zone. This puts Nefarious Imp's ability on the stack. When the ability resolves, you perform the Scry 1 action: look at the top card of your library, then choose to either leave it on top or put it on the bottom. This happens after the permanent has already left the battlefield.

Common Mistakes

A frequent misconception is that Nefarious Imp triggers for each individual permanent. If three of your creatures are exiled by a single spell, the Imp only triggers once because they left simultaneously. Additionally, the Imp must be on the battlefield to see other permanents leave; if the Imp leaves at the same time as others, it will still see itself and the others leaving and trigger one final time.

When to Play It

This card shines in decks that utilize sacrifice outlets, 'flicker' effects, or bounce spells. Because it triggers on any permanent type, including lands or tokens, it provides value in almost every phase of the game, especially when you need to dig for specific answers or land drops.

Interaction examples

Value in Death

When Solemn Simulacrum dies, two triggers occur. The Simulacrum's own ability allows you to draw a card, and Nefarious Imp's ability allows you to scry 1. As the controller of both, you can choose the order. If you resolve the Scry 1 first, you can look at the top card and decide if you want to keep it there to be the card you draw with the Simulacrum's ability.

Doubling the Vision

If you have Roaming Throne on the battlefield with the chosen type 'Imp', its static ability will affect Nefarious Imp. When a permanent you control leaves the battlefield, Nefarious Imp's ability triggers. Roaming Throne causes it to trigger an additional time, allowing you to Scry 1, finish that action, and then Scry 1 again.

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

How it works : Nefarious Imp

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatorlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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