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Rules guide · Instant

Pull from TomorrowHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Secrets of Strixhaven Commander· April 24, 2026
Carte Magic Pull from Tomorrow

Pull from Tomorrow 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

Draw X cards, then discard a card.

Complete guide

Pull from Tomorrow is a premier blue draw spell that offers unparalleled flexibility for control players looking to refill their hand. By trading one card from your hand for a fresh influx of resources, you can dig deep into your library at any point in the game.

What It Does

Pull from Tomorrow is an X-cost instant that allows you to pay a variable amount of mana to draw an equivalent number of cards. The spell's resolution is a two-step process: first, you add X cards to your hand, and immediately afterward, you must choose one card from your hand to discard.

Step-by-Step Resolution

When Pull from Tomorrow resolves, follow these steps in order. First, determine the value of X you paid when casting the spell and draw that many cards. You do not have priority between drawing and discarding; the entire effect happens during the spell's resolution. Second, choose any one card currently in your hand—this could be one of the cards you just drew or one you already held—and move it to your graveyard.

Common Mistakes

A frequent error is forgetting the discard requirement if X is zero. Even if you choose X=0, you still resolve the 'then discard a card' portion of the spell. Additionally, players sometimes forget that this is an instant. While it is tempting to cast it on your own turn, it is often better to hold up mana for interaction and cast this only on your opponent's end step.

When to Play It

This card shines in the late game when you have excess mana to sink into a massive X value. Because it is an instant, it allows you to keep mana open for defensive spells. If your opponent does nothing worth countering, you can spend that mana to draw cards instead, ensuring you never fall behind in card advantage.

Interaction examples

Digging for Answers

You have six mana available and your opponent passes the turn. You cast Pull from Tomorrow where X is 4. You draw four cards, then discard a redundant land. Among those four cards, you find a Counterspell, giving you the protection you need for the upcoming turn.

Protecting the Pull

You cast Pull from Tomorrow for X=5. An opponent attempts to counter it. You respond by casting An Offer You Can't Refuse on their counterspell. Your Pull from Tomorrow resolves, you draw five cards and discard one, and your opponent receives two Treasure tokens. You successfully refilled your hand despite their interference.

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

How it works : Pull from Tomorrow

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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