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Rules guide · Legendary Planeswalker

Ral, Crackling WitHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Bloomburrow· August 2, 2024
Carte Magic Ral, Crackling Wit

Ral, Crackling Wit 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

Whenever you cast a noncreature spell, put a loyalty counter on Ral. +1: Create a 1/1 blue and red Otter creature token with prowess. −3: Draw three cards, then discard two cards. −10: Draw three cards. You get an emblem with "Instant and sorcery spells you cast have storm." (Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn.)

Complete guide

Ral, Crackling Wit is a dynamic addition to any spellslinger deck, rewarding you just for playing the game. This planeswalker not only generates board presence with his Otter friends but also builds loyalty passively through your noncreature spells. His ultimate ability brings back the feared Storm mechanic, turning every minor cantrip into a game-ending flurry of magic.

A Passive Path to Loyalty

Ral, Crackling Wit features a unique triggered ability that adds a loyalty counter whenever you cast a noncreature spell. This trigger goes on the stack on top of the spell you just cast, meaning Ral gains loyalty before the spell even resolves. Even if your opponent counters your spell, Ral still gets his counter because the act of casting was successful.

Resolving the Ultimate Storm

When you activate Ral's -10 ability, you first draw three cards and then receive the Ral, Crackling Wit Emblem. This emblem grants Storm to all your instant and sorcery spells. When you cast a spell with Storm, the ability counts every spell cast earlier in the turn by any player, including spells that were countered. The emblem then places that many copies of the spell directly onto the stack.

Strategic Discarding and Card Flow

The -3 ability is a powerful filter, letting you dig three cards deep at the cost of two from your hand. Because you draw first, you have more information to decide what to discard. This is excellent for fueling graveyard synergies or simply finding the answers you need to protect Ral while he builds toward his ultimate.

Common Pitfalls

A frequent mistake is thinking that the copies created by Storm will trigger Ral's passive loyalty ability or the Prowess on his Otter tokens. However, Storm copies are put directly onto the stack; they are not 'cast,' so they do not trigger abilities that look for a spell being cast. Additionally, remember that each copy is an individual object on the stack and must be countered separately.

Interaction examples

Growing the Army

You activate Ral, Crackling Wit's +1 ability to create a 1/1 blue and red Otter creature token with prowess. Later that turn, you cast a noncreature spell. Two things happen: Ral's triggered ability puts a loyalty counter on himself, and the Otter's prowess triggers to give it +1/+1 until end of turn. Both of these effects happen before your spell actually resolves.

Winning Through Depletion

With Jace, Wielder of Mysteries on the battlefield, you use Ral's -3 ability. You draw three cards. If these are the last cards in your library, Jace's static ability replaces the draw with a victory. If you still have cards left, you then discard two cards, potentially clearing the way for Jace's own +1 or -8 abilities later.

Navigating Restrictions

If your opponent controls Narset, Parter of Veils and you have already drawn a card this turn, activating Ral's -3 or -10 abilities will be less effective. You will not be able to draw any additional cards due to Narset's static ability. In the case of the -3 ability, you would draw zero cards and then still be required to discard two cards from your hand.

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

How it works : Ral, Crackling Wit

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Ral's first ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The copies of instant and sorcery spells you cast created by the storm ability are put directly onto the stack. They aren't cast and won't be counted by other spells with storm cast later in the turn.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Spells cast from zones other than a player's hand and spells that were countered or otherwise failed to resolve are counted by the storm ability.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    A copy of a spell can be countered like any other spell, but it must be countered individually. Countering a spell with storm won't affect the copies.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If a spell has multiple instances of storm, each will trigger separately.

    No other card is named in this ruling.

02

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemyduel
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