Ozolith, the Shattered Spire 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
If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead.,
: Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery. Cycling
(
, Discard this card: Draw a card.)
Complete guide
Ozolith, the Shattered Spire is a powerful legendary artifact that serves as a cornerstone for counter-based strategies. It not only provides a consistent way to grow your board but also acts as a potent multiplier for every other counter effect in your deck.
Mastering the Multiplier
The primary function of this card is its replacement effect. Whenever an artifact or creature you control would receive +1/+1 counters, it receives that many plus one instead. This applies to effects that put counters on permanents already on the battlefield and to permanents entering the battlefield with counters. If you control multiple copies of this effect, each one adds exactly one additional counter to the total.
Activating the Spire
Beyond its passive ability, the Spire has an activated ability that costs two mana and tapping the artifact. This allows you to target an artifact or creature you control to receive a +1/+1 counter. Because of the Spire's own passive ability, this action will actually result in two +1/+1 counters being placed on the target. Note that this can only be done at sorcery speed, meaning during your main phase when the stack is empty.
Common Pitfalls
A common mistake involves how this card interacts with itself entering the battlefield. If Ozolith, the Shattered Spire were to somehow enter the battlefield with +1/+1 counters (perhaps via another effect), its replacement effect does not apply to itself in that specific moment. Additionally, remember that this effect only applies to +1/+1 counters; it will not increase the number of charge counters, oil counters, or loyalty counters.
When to Play It
This card is most effective in the early game to maximize the value of subsequent spells. Because it has Cycling, it is never a dead draw in the late game if you lack a board presence. If you have excess mana from mana rocks, you can easily weave its activated ability into your turn to steadily outpace your opponent's blockers.
Interaction examples
With Ozolith, the Shattered Spire on the battlefield, you can tap Sol Ring to provide the two mana needed for the Spire's activated ability. You target the Sol Ring itself (since it is an artifact). Instead of getting one +1/+1 counter, the Spire's replacement effect kicks in, and the Sol Ring receives two +1/+1 counters.
If you use Arcane Signet to produce green mana, you can activate the Spire's ability targeting the Arcane Signet. Because the Spire modifies the number of counters put on any artifact you control, your mana rock becomes a 2/2 creature-like permanent (if it were to become a creature) or simply an artifact with two +1/+1 counters on it, ready for future synergies.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Ozolith, the Shattered Spire
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
However, if Ozolith, the Shattered Spire somehow enters the battlefield with +1/+1 counters it, its first ability won't apply to itself.
No other card is named in this ruling.
- #2· Wizards of the Coast
If another artifact or creature you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
No other card is named in this ruling.
- #3· Wizards of the Coast
If two or more effects attempt to modify how many counters would be put onto a permanent you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
No other card is named in this ruling.
- #4· Wizards of the Coast
If you somehow control two copies of Ozolith, the Shattered Spire, the number of +1/+1 counters put on an artifact or creature you control is two plus the original number. Three Ozoliths add three, and so on.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Vigor + Walking Ballista + Ozolith, the Shattered Spire
- 1Activate Walking Ballista by removing a +1/+1 counter on it, targeting itself, but putting two +1/+1 counters on it due to Vigor.
- 2Activate Walking Ballista by removing a +1/+1 counter on it, dealing 1 damage to any target.
- 3Repeat.
Gatta and Luzzu + Walking Ballista + Ozolith, the Shattered Spire
- 1Cast Gatta and Luzzu by paying
.
- 2When Gatta and Luzzu enters the battlefield, it triggers, targeting Walking Ballista.
- 3Activate Walking Ballista by removing a +1/+1 counter from it, targeting itself, but instead putting two +1/+1 counters on it due to Gatta and Luzzu and Ozolith, the Shattered Spire.
- 4Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target.
- 5Repeat from step 3.
Strength of Will + Walking Ballista + Ozolith, the Shattered Spire
- 1Cast Strength of Will by paying
, targeting Walking Ballista.
- 2Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to it.
- 3Walking Ballista triggers, putting two +1/+1 counters on it due to Ozolith, the Shattered Spire.
- 4Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target.
- 5Repeat from step 2.
Marath, Will of the Wild + Ozolith, the Shattered Spire + Cryptic Trilobite
- 1Activate Marath by paying
and removing a +1/+1 counter from it, putting two +1/+1 counters on Marath.
- 2Activate Marath by paying
and removing a +1/+1 counter from it, putting two +1/+1 counters on Cryptic Trilobite.
- 3Activate Cryptic Trilobite's first ability by removing a +1/+1 counter from it, adding
that can only be spent to activate abilities.
- 4Repeat.
- 5Once Cryptic Trilobite has infinite +1/+1 counters, you may remove them for infinite mana, then repeat step 1 to get infinite +1/+1 counters on Marath, which can then be used for Marath's other modes.
Crystalline Crawler + Simic Ascendancy + Branching Evolution + Ozolith, the Shattered Spire
- 1Activate Simic Ascendancy by paying
, putting four +1/+1 counters on Crystalline Crawler.
- 2Simic Ascendancy triggers, putting growth counters on it.
- 3Activate Crystalline Crawler's second ability by removing three +1/+1 counters from it, adding
.
- 4Repeat.
- 5At the beginning of your next upkeep, Simic Ascendancy triggers, causing you to win the game.
Crystalline Crawler + Simic Ascendancy + Ozolith, the Shattered Spire + Innkeeper's Talent
- 1Activate Simic Ascendancy by paying
, putting four +1/+1 counters on Crystalline Crawler.
- 2Simic Ascendancy triggers, putting growth counters on it.
- 3Activate Crystalline Crawler's second ability by removing three +1/+1 counters from it, adding
.
- 4Repeat.
- 5At the beginning of your next upkeep, Simic Ascendancy triggers, causing you to win the game.
Rite of Passage + Walking Ballista + Ozolith, the Shattered Spire
- 1Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to itself.
- 2Rite of Passage triggers, putting two +1/+1 counters on Walking Ballista.
- 3Repeat an arbitrarily large number of times.
- 4Move to the next turn, removing all damage marked on Walking Ballista.
- 5Activate Walking Ballista by removing a +1/+1 counter from it, dealing 1 damage to any target.
- 6Repeat step 5 as desired.
Vigor + Triskelion + Ozolith, the Shattered Spire
- 1Activate Triskelion by removing a +1/+1 counter on it, targeting itself, but putting two +1/+1 counters on it due to Vigor.
- 2Activate Triskelion by removing a +1/+1 counter on it, dealing 1 damage to any target.
- 3Repeat.
Legal formats
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Meta decks with Ozolith, the Shattered Spire
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Sol Ring
Arcane Signet










